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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 shadow_map_pass, lighting_pass
- 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)
- 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 = [[
- uniform vec3 lightPos;
- uniform mat4 lightSpaceMatrix;
- uniform bool lightOrthographic;
- 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 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:reset()
- 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)
- end
- local function render_lighting_pass(draw)
- lighting_pass:reset()
- 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
- local t = lovr.timer.getTime()
- 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)
- 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' })
- if lovr.headset then
- local width, height = lovr.headset.getDisplayDimensions()
- local layers = lovr.headset.getViewCount()
- render_texture = lovr.graphics.newTexture(width, height, layers, { mipmaps = false })
- else
- local width, height = lovr.system.getWindowDimensions()
- render_texture = lovr.graphics.newTexture(width, height, 1, { mipmaps = false })
- end
- if debug_render_from_light then
- shadow_map_pass = lovr.graphics.newPass({ shadow_map_texture, samples = 1 })
- else
- shadow_map_pass = lovr.graphics.newPass({ depth = shadow_map_texture, samples = 1 })
- shadow_map_pass:setClear({ depth = light_orthographic and 1 or 0 })
- end
- lighting_pass = lovr.graphics.newPass(render_texture)
- end
- function lovr.update(dt)
- local t = lovr.timer.getTime()
- light_pos.x = 3 * math.cos(t * 0.4)
- light_pos.z = 3 * math.sin(t * 0.4) + z
- end
- function lovr.draw(pass)
- render_shadow_map(render_scene)
- render_lighting_pass(render_scene)
- debug_passes(pass)
- return lovr.graphics.submit({ shadow_map_pass, lighting_pass, pass })
- end
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