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Add shadow mapping example;

bjorn 2 years ago
parent
commit
14c5be73ed
1 changed files with 232 additions and 0 deletions
  1. 232 0
      examples/Lighting/Shadows/main.lua

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examples/Lighting/Shadows/main.lua

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+--[[
+  Example of basic shadow mapping in LÖVR
+  Ben Porter, 2022
+]]
+
+local z = -2
+local light_pos = lovr.math.newVec3(3.0, 4.0, z)
+local light_orthographic = false -- Use orthographic light
+local shadow_map_size = 2048
+
+local debug_render_from_light = false -- Enable to render scene from light
+local debug_show_shadow_map = false -- Enable to view shadow map in overlap
+
+local shader, render_texture
+local shadow_map_texture, shadow_map_sampler
+local light_space_matrix
+
+local function render_scene(pass)
+  local t = lovr.timer.getTime()
+
+  pass:push()
+  pass:setColor(0xCBC1AD)
+  pass:circle(0, 0, z, 5, -math.pi / 2, 1, 0, 0, 'fill', 0, 2 * math.pi, 256)
+  pass:setColor(0xff00ff)
+  pass:sphere(0, 0, z, .1)
+
+  local count = 2
+  local min, max = -(count - 1) / 2, (count - 1) / 2
+  pass:setColor(0xEEEEEE)
+  pass:translate(0, -min + .55, z)
+  for i = min, max do
+    for j = min, max do
+      for k = min, max do
+        pass:push()
+        pass:translate(i, j, k)
+        pass:rotate(t + i * 0.3 + j * 0.3, 1, 1, 1)
+        pass:scale(0.45)
+        if i + j % 2 == 1 then
+          pass:box()
+        else
+          pass:scale(0.7)
+          pass:sphere()
+        end
+        pass:pop()
+      end
+    end
+  end
+  pass:pop()
+end
+
+local function lighting_shader()
+  local vs = [[
+    vec4 lovrmain() {
+      return Projection * View * Transform * VertexPosition;
+    }
+  ]]
+
+  local fs = [[
+    Constants {
+      vec3 lightPos;
+      mat4 lightSpaceMatrix;
+      bool lightOrthographic;
+    };
+
+    layout(set = 2, binding = 0) uniform texture2D shadowMapTexture;
+
+    vec4 diffuseLighting(vec3 lightDir, vec3 normal, float shadow) {
+      float diff = max(dot(normal, lightDir), 0.0);
+      vec4 diffuse = diff * vec4(1.0, 1.0, 0.8, 1.0);
+      vec4 baseColor = Color * getPixel(ColorTexture, UV);
+      vec4 ambience = vec4(0.05, 0.05, 0.1, 1.0);
+      return baseColor * (ambience + (1 - shadow) * diffuse);
+    }
+
+    // Falloff shadow near edge of light bounds/frustum
+    float shadowFalloff(vec2 uv) {
+      const float margin = 0.05;
+      uv = clamp(uv, vec2(0,0), vec2(1,1));
+      float dx = 1;
+      if (uv.x < margin) dx = uv.x / margin;
+      else if (uv.x > 1 - margin) dx = ( 1 - uv.x ) / margin;
+      float dy = 1;
+      if (uv.y < margin) dy = uv.y / margin;
+      else if (uv.y > 1 - margin) dy = ( 1 - uv.y ) / margin;
+      return dx * dy;
+    }
+
+    vec4 lovrmain() {
+      vec3 lightDir = normalize(lightPos - PositionWorld);
+      vec3 normal = normalize(Normal);
+      vec4 positionLightSpace = lightSpaceMatrix * vec4(PositionWorld, 1);
+      vec3 positionLightSpaceProj = 0.5 * (positionLightSpace.xyz / positionLightSpace.w) + 0.5;
+      vec4 shadowMap = getPixel(shadowMapTexture, positionLightSpaceProj.xy);
+      float closestDepth = shadowMap.r * 0.5 + 0.5;
+      float currentDepth = positionLightSpaceProj.z;
+      float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
+      float falloff = shadowFalloff(positionLightSpaceProj.xy);
+      float shadow;
+      if (lightOrthographic) {
+        shadow = ((currentDepth - bias) >= closestDepth) ? 1.0 : 0.0;
+      } else {
+        shadow = ((currentDepth + bias) <= closestDepth) ? 1.0 : 0.0;
+      }
+      return diffuseLighting(lightDir, normal, falloff * shadow);
+    }
+  ]]
+
+  return lovr.graphics.newShader(vs, fs, {})
+end
+
+local function render_shadow_map(draw)
+  local shadow_map_pass
+  if debug_render_from_light then
+    shadow_map_pass = lovr.graphics.getPass('render', { shadow_map_texture, samples = 1 })
+  else
+    shadow_map_pass = lovr.graphics.getPass('render', {
+      depth = { texture = shadow_map_texture, clear = light_orthographic and 1 or 0 },
+      samples = 1
+    })
+  end
+
+  local near_plane = 2
+  local projection
+  if light_orthographic then
+    local radius = 3
+    local far_plane = 15
+    projection = mat4():orthographic(-radius, radius, -radius, radius, near_plane, far_plane)
+  else
+    projection = mat4():perspective(math.pi / 3, 1, near_plane)
+  end
+
+  local view = mat4():lookAt(light_pos, vec3(0, 1, z))
+
+  light_space_matrix = mat4(projection):mul(view)
+
+  shadow_map_pass:setProjection(1, projection)
+  shadow_map_pass:setViewPose(1, view, true)
+  if light_orthographic then
+    -- Note for ortho projection with a far plane the depth coord is reversed
+    shadow_map_pass:setDepthTest('lequal')
+  end
+
+  if debug_render_from_light then
+    shadow_map_pass:setShader(shader)
+    shadow_map_pass:send('lightPos', light_pos)
+  end
+
+  draw(shadow_map_pass)
+
+  return shadow_map_pass
+end
+
+local function render_lighting_pass(draw)
+  local lighting_pass = lovr.graphics.getPass('render', { render_texture, samples = 1 })
+
+  local t = lovr.timer.getTime()
+  if lovr.headset then
+    for i = 1, lovr.headset.getViewCount() do
+      lighting_pass:setViewPose(i, lovr.headset.getViewPose(i))
+      lighting_pass:setProjection(i, lovr.headset.getViewAngles(i))
+    end
+  else
+    lighting_pass:setViewPose(1, 0, 3 - math.sin(t * 0.1), 4, -math.pi / 8, 1, 0, 0)
+  end
+
+  lighting_pass:setShader(shader)
+  lighting_pass:setSampler(shadow_map_sampler)
+  lighting_pass:send('shadowMapTexture', shadow_map_texture)
+  lighting_pass:send('lightPos', light_pos)
+  lighting_pass:send('lightSpaceMatrix', light_space_matrix)
+  lighting_pass:send('lightOrthographic', light_orthographic)
+  draw(lighting_pass)
+  lighting_pass:setShader()
+
+  lighting_pass:setColor(1, 1, 1, 1)
+  lighting_pass:sphere(light_pos, 0.1)
+
+  lighting_pass:sphere(vec3(0, 0, z), 0.1)
+
+  return lighting_pass
+end
+
+local function debug_passes(pass)
+  pass:setDepthWrite(false)
+
+  if debug_render_from_light then
+    pass:fill(shadow_map_texture)
+  else
+    pass:fill(render_texture)
+    if debug_show_shadow_map then
+      -- Render shadow map in overlay
+      local width, height = lovr.system.getWindowDimensions()
+      pass:setViewport(0, 0, width / 4, height / 4)
+      pass:fill(shadow_map_texture)
+    end
+  end
+end
+
+function lovr.load(args)
+  shader = lighting_shader()
+  lovr.graphics.setBackgroundColor(0x4782B3)
+
+  local shadow_map_format = debug_render_from_light and 'rgba8' or 'd32f'
+
+  shadow_map_texture = lovr.graphics.newTexture(shadow_map_size, shadow_map_size, {
+    format = shadow_map_format,
+    linear = false,
+    mipmaps = false
+  })
+
+  shadow_map_sampler = lovr.graphics.newSampler({ wrap = 'clamp' })
+
+  local width, height = lovr.system.getWindowDimensions()
+  render_texture = lovr.graphics.newTexture(width, height, { mipmaps = false })
+end
+
+function lovr.update(dt)
+  local t = lovr.timer.getTime()
+  if lovr.system.isKeyDown('space') then
+    light_pos.x = 3 * math.cos(t * 0.4)
+    light_pos.z = 3 * math.sin(t * 0.4) + z
+  end
+end
+
+function lovr.draw(pass)
+  local shadow_map_pass = render_shadow_map(render_scene)
+  local lighting_pass = render_lighting_pass(render_scene)
+
+  debug_passes(pass)
+
+  return lovr.graphics.submit({ shadow_map_pass, lighting_pass, pass })
+end