Basic Shadow Mapping of Non-Armature Meshes

Basic PCF-Sampled Shadow Mapping of Non-Armature Meshes, with a rotating sun at a fixed position
main
andrewjhaman 1 year ago
parent 053ff80c39
commit 19c369fa1e

@ -7,3 +7,5 @@ Be very cautious about committing a change to any large asset files, i.e the art
You must clone with git lfs is, and download git lfs files in this repository. If you don't know what that is, google it You must clone with git lfs is, and download git lfs files in this repository. If you don't know what that is, google it
Open `art.blend`, go to the scripting tab and hit the play button run the script and export all the 3d assets. Then, make sure that when you build, you also build and run the codegen so that said assets and other files are copied and imported. For debug builds on windows, that's `call build_desktop_debug.bat codegen`, the codegen argument to the build script causing it to run codegen Open `art.blend`, go to the scripting tab and hit the play button run the script and export all the 3d assets. Then, make sure that when you build, you also build and run the codegen so that said assets and other files are copied and imported. For debug builds on windows, that's `call build_desktop_debug.bat codegen`, the codegen argument to the build script causing it to run codegen
To enable codegen error messages, change @echo off to @echo on in run_codegen.bat

239
main.c

@ -1287,6 +1287,7 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
#include "quad-sapp.glsl.h" #include "quad-sapp.glsl.h"
#include "threedee.glsl.h" #include "threedee.glsl.h"
#include "armature.glsl.h" #include "armature.glsl.h"
#include "shadow_mapper.glsl.h"
AABB level_aabb = { .upper_left = { 0.0f, 0.0f }, .lower_right = { TILE_SIZE * LEVEL_TILES, -(TILE_SIZE * LEVEL_TILES) } }; AABB level_aabb = { .upper_left = { 0.0f, 0.0f }, .lower_right = { TILE_SIZE * LEVEL_TILES, -(TILE_SIZE * LEVEL_TILES) } };
GameState gs = { 0 }; GameState gs = { 0 };
@ -2640,6 +2641,17 @@ stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
stbtt_fontinfo font; stbtt_fontinfo font;
typedef struct {
sg_pass_action pass_action;
sg_pass pass;
sg_pipeline pip;
sg_image color_img;
sg_image depth_img;
} Shadow_State;
Shadow_State init_shadow_state();
// @Place(sokol state struct) // @Place(sokol state struct)
static struct static struct
{ {
@ -2651,35 +2663,80 @@ static struct
sg_pipeline threedee_pip; sg_pipeline threedee_pip;
sg_pipeline armature_pip; sg_pipeline armature_pip;
sg_bindings threedee_bind; sg_bindings threedee_bind;
Shadow_State shadows;
} state; } state;
int num_draw_calls = 0; int num_draw_calls = 0;
int num_vertices = 0; int num_vertices = 0;
void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur) void draw_shadow(Mat4 view, Mat4 projection, PlacedMesh *cur)
{
sg_apply_pipeline(state.shadows.pip);
Mesh *drawing = cur->draw_with;
sg_bindings bindings = {0};
bindings.fs_images[SLOT_threedee_tex] = image_gigatexture;
ARR_ITER(sg_image, state.threedee_bind.vs_images)
{
*it = (sg_image){0};
}
bindings.vertex_buffers[0] = drawing->loaded_buffer;
sg_apply_bindings(&bindings);
Mat4 model = transform_to_mat(cur->t);
shadow_mapper_vs_params_t vs_params = {0};
memcpy(vs_params.model, (float*)&model, sizeof(model));
memcpy(vs_params.view, (float*)&view, sizeof(view));
memcpy(vs_params.projection, (float*)&projection, sizeof(projection));
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_shadow_mapper_vs_params, &SG_RANGE(vs_params));
num_draw_calls += 1;
num_vertices += (int)drawing->num_vertices;
sg_draw(0, (int)drawing->num_vertices, 1);
}
void draw_placed(Mat4 view, Mat4 projection, Mat4 light_matrix, PlacedMesh *cur)
{ {
sg_apply_pipeline(state.threedee_pip); sg_apply_pipeline(state.threedee_pip);
Mesh *drawing = cur->draw_with; Mesh *drawing = cur->draw_with;
state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture;
ARR_ITER(sg_image, state.threedee_bind.vs_images) ARR_ITER(sg_image, state.threedee_bind.vs_images)
{ {
*it = (sg_image){0}; *it = (sg_image){0};
} }
ARR_ITER(sg_image, state.threedee_bind.fs_images)
{
*it = (sg_image){0};
}
state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture;
state.threedee_bind.fs_images[SLOT_threedee_shadow_map] = state.shadows.color_img;
state.threedee_bind.vertex_buffers[0] = drawing->loaded_buffer; state.threedee_bind.vertex_buffers[0] = drawing->loaded_buffer;
sg_apply_bindings(&state.threedee_bind); sg_apply_bindings(&state.threedee_bind);
Mat4 model = transform_to_mat(cur->t); Mat4 model = transform_to_mat(cur->t);
threedee_vs_params_t params = {0}; threedee_vs_params_t vs_params = {0};
memcpy(params.model, (float*)&model, sizeof(model)); memcpy(vs_params.model, (float*)&model, sizeof(model));
memcpy(params.view, (float*)&view, sizeof(view)); memcpy(vs_params.view, (float*)&view, sizeof(view));
memcpy(params.projection, (float*)&projection, sizeof(projection)); memcpy(vs_params.projection, (float*)&projection, sizeof(projection));
memcpy(vs_params.directional_light_space_matrix, (float*)&light_matrix, sizeof(light_matrix));
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_threedee_vs_params, &SG_RANGE(params)); sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_threedee_vs_params, &SG_RANGE(vs_params));
num_draw_calls += 1; num_draw_calls += 1;
num_vertices += (int)drawing->num_vertices; num_vertices += (int)drawing->num_vertices;
threedee_fs_params_t fs_params = {0};
fs_params.shadow_map_dimension = SHADOW_MAP_DIMENSION;
sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_threedee_fs_params, &SG_RANGE(fs_params));
sg_draw(0, (int)drawing->num_vertices, 1); sg_draw(0, (int)drawing->num_vertices, 1);
} }
@ -2765,9 +2822,19 @@ void draw_armature(Mat4 view, Mat4 projection, Transform t, Armature *armature,
.subimage[0][0] = (sg_range){bones_tex, bones_tex_size}, .subimage[0][0] = (sg_range){bones_tex, bones_tex_size},
}); });
ARR_ITER(sg_image, state.threedee_bind.vs_images)
{
*it = (sg_image){0};
}
ARR_ITER(sg_image, state.threedee_bind.fs_images)
{
*it = (sg_image){0};
}
state.threedee_bind.vertex_buffers[0] = armature->loaded_buffer; state.threedee_bind.vertex_buffers[0] = armature->loaded_buffer;
state.threedee_bind.vs_images[SLOT_armature_bones_tex] = armature->bones_texture; state.threedee_bind.vs_images[SLOT_armature_bones_tex] = armature->bones_texture;
state.threedee_bind.fs_images[SLOT_armature_tex] = image_gigatexture; state.threedee_bind.fs_images[SLOT_armature_tex] = image_gigatexture;
sg_apply_bindings(&state.threedee_bind); sg_apply_bindings(&state.threedee_bind);
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_armature_vs_params, &SG_RANGE(params)); sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_armature_vs_params, &SG_RANGE(params));
@ -3106,6 +3173,9 @@ void init(void)
.label = "quad-vertices" .label = "quad-vertices"
}); });
state.shadows = init_shadow_state();
const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend()); const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
assert(desc); assert(desc);
sg_shader shd = sg_make_shader(desc); sg_shader shd = sg_make_shader(desc);
@ -3978,24 +4048,6 @@ int sorting_key_at(Vec2 pos)
return -(int)pos.y; return -(int)pos.y;
} }
void draw_shadow_for(DrawParams d)
{
Quad sheared_quad = d.quad;
float height = d.quad.ur.y - d.quad.lr.y;
Vec2 shear_addition = V2(-height*0.35f, -height*0.2f);
sheared_quad.ul = AddV2(sheared_quad.ul, shear_addition);
sheared_quad.ur = AddV2(sheared_quad.ur, shear_addition);
d.quad = sheared_quad;
d.tint = (Color) { 0, 0, 0, 0.2f };
d.sorting_key -= 1;
d.alpha_clip_threshold = 0.0f;
dbgline(sheared_quad.ul, sheared_quad.ur);
dbgline(sheared_quad.ur, sheared_quad.lr);
dbgline(sheared_quad.lr, sheared_quad.ll);
dbgline(sheared_quad.ll, sheared_quad.ul);
draw_quad(d);
}
//void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped, Vec2 pos, Color tint) //void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped, Vec2 pos, Color tint)
void draw_animated_sprite(DrawnAnimatedSprite d) void draw_animated_sprite(DrawnAnimatedSprite d)
{ {
@ -4029,7 +4081,6 @@ void draw_animated_sprite(DrawnAnimatedSprite d)
region.lower_right = AddV2(region.upper_left, s->region_size); region.lower_right = AddV2(region.upper_left, s->region_size);
DrawParams drawn = (DrawParams) { q, spritesheet_img, region, d.tint, .sorting_key = sorting_key_at(d.pos), .layer = LAYER_WORLD, }; DrawParams drawn = (DrawParams) { q, spritesheet_img, region, d.tint, .sorting_key = sorting_key_at(d.pos), .layer = LAYER_WORLD, };
if (!d.no_shadow) draw_shadow_for(drawn);
draw_quad(drawn); draw_quad(drawn);
} }
@ -4705,6 +4756,110 @@ Transform entity_transform(Entity *e)
*/ */
} }
void do_shadow_pass(Shadow_State* shadow_state, Mat4 shadow_view_matrix, Mat4 shadow_projection_matrix) {
sg_begin_pass(shadow_state->pass, &shadow_state->pass_action);
sg_apply_pipeline(shadow_state->pip);
//We use the texture, just in case we want to do alpha cards. I.e. we need to test alpha for leaf quads etc.
state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture;
state.threedee_bind.fs_images[SLOT_threedee_shadow_map].id = 0;
for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next)
{
draw_shadow(shadow_view_matrix, shadow_projection_matrix, cur);
}
ENTITIES_ITER(gs.entities)
{
if(it->is_npc || it->is_character)
{
Transform draw_with = entity_transform(it);
if(it->npc_kind == NPC_SimpleWorm)
{
// draw_armature_shadow(shadow_view_matrix, shadow_projection_matrix, draw_with, &armature, (float)elapsed_time);
} else {
draw_shadow(shadow_view_matrix, shadow_projection_matrix, &(PlacedMesh){.draw_with = &mesh_player, .t = draw_with, });
}
}
}
sg_end_pass();
}
Shadow_State init_shadow_state() {
//To start off with, most of this initialisation code is taken from the
// sokol shadows sample, which can be found here.
// https://floooh.github.io/sokol-html5/shadows-sapp.html
Shadow_State shadows = {0};
shadows.pass_action = (sg_pass_action) {
.colors[0] = {
.action = SG_ACTION_CLEAR,
.value = { 1.0f, 1.0f, 1.0f, 1.0f }
}
};
/*
As of right now, it looks like sokol_gfx does not support depth only
rendering passes, so we create the colour buffer always. It will likely
be pertinent to just dig into sokol and add the functionality we want later,
but as a first pass, we will just do as the romans do. I.e. have both a colour
and depth component. - Canada Day 2023.
*/
sg_image_desc img_desc = {
.render_target = true,
.width = SHADOW_MAP_DIMENSION,
.height = SHADOW_MAP_DIMENSION,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.wrap_u = SG_WRAP_CLAMP_TO_BORDER,
.wrap_v = SG_WRAP_CLAMP_TO_BORDER,
.border_color = SG_BORDERCOLOR_OPAQUE_WHITE,
.sample_count = 1,
.label = "shadow-map-color-image"
};
shadows.color_img = sg_make_image(&img_desc);
img_desc.pixel_format = SG_PIXELFORMAT_DEPTH;
img_desc.label = "shadow-map-depth-image";
shadows.depth_img = sg_make_image(&img_desc);
shadows.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = shadows.color_img,
.depth_stencil_attachment.image = shadows.depth_img,
.label = "shadow-map-pass"
});
shadows.pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.attrs = {
[ATTR_threedee_vs_pos_in].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_threedee_vs_uv_in].format = SG_VERTEXFORMAT_FLOAT2,
}
},
.shader = sg_make_shader(shadow_mapper_program_shader_desc(sg_query_backend())),
// Cull front faces in the shadow map pass
.cull_mode = SG_CULLMODE_FRONT,
.sample_count = 1,
.depth = {
.pixel_format = SG_PIXELFORMAT_DEPTH,
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true,
},
.colors[0].pixel_format = SG_PIXELFORMAT_RGBA8,
.label = "shadow-map-pipeline"
});
return shadows;
}
void frame(void) void frame(void)
{ {
static float speed_factor = 1.0f; static float speed_factor = 1.0f;
@ -4783,6 +4938,29 @@ void frame(void)
movement = NormV2(movement); movement = NormV2(movement);
} }
float spin_factor = 0.5f;
float x = cosf((float)elapsed_time * spin_factor);
float z = sinf((float)elapsed_time * spin_factor);
Vec3 light_dir = NormV3(V3(x, -0.5, z));
Vec3 light_pos = V3(0, 10, 0);
float shadow_volume_half_dim = 25.0;
float l = -shadow_volume_half_dim;
float r = shadow_volume_half_dim;
float t = shadow_volume_half_dim;
float b = -shadow_volume_half_dim;
float n = -100.0;
float f = 200.0;
Mat4 shadow_view_matrix = LookAt_RH(light_pos, AddV3(light_pos, light_dir), V3(0, 1, 0));
Mat4 shadow_projection_matrix = Orthographic_RH_NO(l, r, b, t, n, f);
Mat4 light_space_matrix = MulM4(shadow_projection_matrix, shadow_view_matrix);
do_shadow_pass(&state.shadows, shadow_view_matrix, shadow_projection_matrix);
// make movement relative to camera forward // make movement relative to camera forward
Vec3 facing = NormV3(SubV3(player_pos, cam_pos)); Vec3 facing = NormV3(SubV3(player_pos, cam_pos));
Vec3 right = Cross(facing, V3(0,1,0)); Vec3 right = Cross(facing, V3(0,1,0));
@ -4794,6 +4972,7 @@ void frame(void)
sg_apply_pipeline(state.threedee_pip); sg_apply_pipeline(state.threedee_pip);
state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture; state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture;
state.threedee_bind.fs_images[SLOT_threedee_shadow_map] = state.shadows.color_img;
view = Translate(V3(0.0, 1.0, -5.0f)); view = Translate(V3(0.0, 1.0, -5.0f));
//view = LookAt_RH(V3(0,1,-5 //view = LookAt_RH(V3(0,1,-5
@ -4892,7 +5071,7 @@ void frame(void)
for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next) for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next)
{ {
draw_placed(view, projection, cur); draw_placed(view, projection, light_space_matrix, cur);
} }
@ -4907,7 +5086,7 @@ void frame(void)
} }
else else
{ {
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = draw_with, }); draw_placed(view, projection, light_space_matrix, &(PlacedMesh){.draw_with = &mesh_player, .t = draw_with, });
} }
} }
} }
@ -5247,7 +5426,7 @@ void frame(void)
&sound_grunt_2, &sound_grunt_2,
&sound_grunt_3, &sound_grunt_3,
}; };
play_audio(possible_grunts[rand() % ARRLEN(possible_grunts)], volume); play_audio(possible_grunts[rand() % ARRLEN(possible_grunts)], volume); //nocheckin
} }
} }
@ -6131,13 +6310,11 @@ void frame(void)
draw_centered_text((TextParams){ false, MD_S8Lit("Needs 3 party members"), AddV2(it->pos, V2(0.0, 100.0)), blendalpha(WHITE, it->idol_reminder_opacity), 1.0f}); draw_centered_text((TextParams){ false, MD_S8Lit("Needs 3 party members"), AddV2(it->pos, V2(0.0, 100.0)), blendalpha(WHITE, it->idol_reminder_opacity), 1.0f});
draw_shadow_for(d);
draw_quad(d); draw_quad(d);
} }
else if(it->machine_kind == MACH_arrow_shooter) else if(it->machine_kind == MACH_arrow_shooter)
{ {
DrawParams d = (DrawParams){ quad_centered(it->pos, V2(TILE_SIZE, TILE_SIZE)), IMG(image_arrow_shooter), WHITE, .layer = LAYER_WORLD, .sorting_key = sorting_key_at(it->pos) }; DrawParams d = (DrawParams){ quad_centered(it->pos, V2(TILE_SIZE, TILE_SIZE)), IMG(image_arrow_shooter), WHITE, .layer = LAYER_WORLD, .sorting_key = sorting_key_at(it->pos) };
draw_shadow_for(d);
draw_quad(d); draw_quad(d);
} }

@ -8,7 +8,6 @@ rmdir /S /q "assets\exported_3d"
mkdir "assets\exported_3d" || goto :error mkdir "assets\exported_3d" || goto :error
copy "art\exported\*" "assets\exported_3d\" || goto :error copy "art\exported\*" "assets\exported_3d\" || goto :error
copy "art\gigatexture.png" "assets\exported_3d\gigatexture.png" || goto :error copy "art\gigatexture.png" "assets\exported_3d\gigatexture.png" || goto :error
@echo off
rmdir /S /q gen rmdir /S /q gen
mkdir gen mkdir gen
@ -17,6 +16,7 @@ mkdir gen
thirdparty\sokol-shdc.exe --input quad.glsl --output gen\quad-sapp.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error thirdparty\sokol-shdc.exe --input quad.glsl --output gen\quad-sapp.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error
thirdparty\sokol-shdc.exe --input threedee.glsl --output gen\threedee.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error thirdparty\sokol-shdc.exe --input threedee.glsl --output gen\threedee.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error
thirdparty\sokol-shdc.exe --input armature.glsl --output gen\armature.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error thirdparty\sokol-shdc.exe --input armature.glsl --output gen\armature.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error
thirdparty\sokol-shdc.exe --input shadow_mapper.glsl --output gen\shadow_mapper.glsl.h --slang glsl100:hlsl5:metal_macos:glsl330 || goto :error
@REM metadesk codegen @REM metadesk codegen
cl /Ithirdparty /W3 /Zi /WX codegen.c || goto :error cl /Ithirdparty /W3 /Zi /WX codegen.c || goto :error

@ -0,0 +1,54 @@
@module shadow_mapper
@vs vs
in vec3 pos_in;
in vec2 uv_in;
out vec3 pos;
out vec2 uv;
uniform vs_params {
mat4 model;
mat4 view;
mat4 projection;
};
void main() {
pos = pos_in;
uv = uv_in;
gl_Position = projection * view * model * vec4(pos_in, 1.0);
}
@end
@fs fs
vec4 encodeDepth(float v) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
return enc;
}
uniform sampler2D tex;
in vec3 pos;
in vec2 uv;
out vec4 frag_color;
void main() {
vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
float depth = gl_FragCoord.z;
frag_color = encodeDepth(depth);
}
@end
@program program vs fs

@ -3,28 +3,85 @@
@vs vs @vs vs
in vec3 pos_in; in vec3 pos_in;
in vec2 uv_in; in vec2 uv_in;
out vec3 pos; out vec3 pos;
out vec2 uv; out vec2 uv;
out vec4 light_space_fragment_position;
uniform vs_params { uniform vs_params {
mat4 model; mat4 model;
mat4 view; mat4 view;
mat4 projection; mat4 projection;
mat4 directional_light_space_matrix;
}; };
void main() { void main() {
pos = pos_in; pos = pos_in;
uv = uv_in; uv = uv_in;
gl_Position = projection * view * model * vec4(pos_in, 1.0);
vec4 world_space_frag_pos = model * vec4(pos_in, 1.0);
vec4 frag_pos = view * world_space_frag_pos;
gl_Position = projection * frag_pos;
light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0);
} }
@end @end
@fs fs @fs fs
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D shadow_map;
uniform fs_params {
int shadow_map_dimension;
};
in vec3 pos; in vec3 pos;
in vec2 uv; in vec2 uv;
in vec4 light_space_fragment_position;
out vec4 frag_color; out vec4 frag_color;
float decodeDepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
float do_shadow_sample(sampler2D shadowMap, vec2 uv, float scene_depth) {
float map_depth = decodeDepth(texture(shadowMap, uv));
map_depth += 0.001;//bias to counter self-shadowing
return step(scene_depth, map_depth);
}
float calculate_shadow_factor(sampler2D shadowMap, vec4 light_space_fragment_position) {
float shadow = 1.0;
vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w;
if(projected_coords.z > 1.0)
return shadow;
projected_coords = projected_coords * 0.5f + 0.5f;
float current_depth = projected_coords.z;
vec2 shadow_uv = projected_coords.xy;
float texel_step_size = 1.0 / float(shadow_map_dimension);
for (int x=-2; x<=2; x++) {
for (int y=-2; y<=2; y++) {
vec2 off = vec2(x*texel_step_size, y*texel_step_size);
shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth);
}
}
shadow /= 25.0;
return shadow;
}
void main() { void main() {
vec4 col = texture(tex, uv); vec4 col = texture(tex, uv);
if(col.a < 0.5) if(col.a < 0.5)
@ -33,7 +90,12 @@ void main() {
} }
else else
{ {
frag_color = vec4(col.rgb, 1.0); vec3 light_dir = normalize(vec3(1, -1, 0));
float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position);
shadow_factor = shadow_factor * 0.5 + 0.5;
frag_color = vec4(col.rgb*shadow_factor, 1.0);
} }
} }
@end @end

@ -50,3 +50,7 @@
#define MAX_ASTAR_NODES 512 #define MAX_ASTAR_NODES 512
#define TIME_BETWEEN_PATH_GENS (0.5f) #define TIME_BETWEEN_PATH_GENS (0.5f)
//Rendering
#define SHADOW_MAP_DIMENSION (2048)
Loading…
Cancel
Save