start adding PCSS shading

This commit is contained in:
Joshua Seigler 2018-10-11 16:20:46 -04:00
parent ee38101670
commit 9dc521e39a
3 changed files with 105 additions and 4 deletions

View file

@ -11,7 +11,7 @@ class Lighting extends THREE.Object3D {
dirLight.castShadow = true; dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 1024; dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.heigth = 1024; dirLight.shadow.mapSize.height = 1024;
dirLight.shadow.radius = 3; dirLight.shadow.radius = 3;
let d = 10; let d = 10;

View file

@ -1,3 +1,5 @@
// import PCSS from '../shaders/PCSS-frag';
export default class Webgl { export default class Webgl {
constructor(w, h) { constructor(w, h) {
this.scene = new THREE.Scene(); this.scene = new THREE.Scene();
@ -8,16 +10,31 @@ export default class Webgl {
this.camera = new THREE.PerspectiveCamera(50, w / h, 0.1, 1000); this.camera = new THREE.PerspectiveCamera(50, w / h, 0.1, 1000);
this.camera.position.z = 10; this.camera.position.z = 10;
// // overwrite shadowmap code
// let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
// shader = shader.replace(
// '#ifdef USE_SHADOWMAP',
// '#ifdef USE_SHADOWMAP\n' + PCSS
// );
// shader = shader.replace(
// '#if defined( SHADOWMAP_TYPE_PCF )',
// `
// return PCSS( shadowMap, shadowCoord );
// #if defined( SHADOWMAP_TYPE_PCF )`
// );
// THREE.ShaderChunk.shadowmap_pars_fragment = shader;
this._renderer = new THREE.WebGLRenderer({ this._renderer = new THREE.WebGLRenderer({
antialias: true, antialias: true,
alpha: false,
}); });
this._renderer.setPixelRatio(window.devicePixelRatio); this._renderer.setPixelRatio(window.devicePixelRatio);
this._renderer.gammaInput = true; this._renderer.gammaInput = true;
this._renderer.gammaOutput = true; this._renderer.gammaOutput = true;
this._renderer.shadowMap.enabled = true; this._renderer.shadowMap.enabled = true;
this._renderer.shadowMap.bias = -0.0001; this._renderer.shadowMap.type = THREE.BasicShadowMap;
this._renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.dom = this._renderer.domElement; this.dom = this._renderer.domElement;
this.usePostprocessing = true; this.usePostprocessing = true;

View file

@ -0,0 +1,84 @@
#define LIGHT_WORLD_SIZE 0.005
#define LIGHT_FRUSTUM_WIDTH 3.75
#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
#define NEAR_PLANE 9.5
#define NUM_SAMPLES 17
#define NUM_RINGS 11
#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
#define PCF_NUM_SAMPLES NUM_SAMPLES
vec2 poissonDisk[NUM_SAMPLES];
void initPoissonSamples( const in vec2 randomSeed ) {
float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
float angle = rand( randomSeed ) * PI2;
float radius = INV_NUM_SAMPLES;
float radiusStep = radius;
for( int i = 0; i < NUM_SAMPLES; i ++ ) {
poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
radius += radiusStep;
angle += ANGLE_STEP;
}
}
float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
return (zReceiver - zBlocker) / zBlocker;
}
float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
// This uses similar triangles to compute what
// area of the shadow map we should search
float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
float blockerDepthSum = 0.0;
int numBlockers = 0;
for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
if ( shadowMapDepth < zReceiver ) {
blockerDepthSum += shadowMapDepth;
numBlockers ++;
}
}
if( numBlockers == 0 ) return -1.0;
return blockerDepthSum / float( numBlockers );
}
float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
float sum = 0.0;
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
return sum / ( 2.0 * float( PCF_NUM_SAMPLES ) );
}
float PCSS ( sampler2D shadowMap, vec4 coords ) {
vec2 uv = coords.xy;
float zReceiver = coords.z; // Assumed to be eye-space z in this code
initPoissonSamples( uv );
// STEP 1: blocker search
float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
//There are no occluders so early out (this saves filtering)
if( avgBlockerDepth == -1.0 ) return 1.0;
// STEP 2: penumbra size
float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
// STEP 3: filtering
//return avgBlockerDepth;
return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
}