While implementing SSLR, I ran into the problem of incorrectly displaying objects: they are infinitely projected "down" and displayed in no way at all in the mirror. I give the code and screenshot below.
Fragment SSLR shader:
#version 330 core
uniform sampler2D normalMap; // in view space
uniform sampler2D depthMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform mat4 projection;
uniform mat4 inv_projection;
in vec2 texCoord;
layout (location = 0) out vec4 fragColor;
vec3 calcViewPosition(in vec2 texCoord) {
// Combine UV & depth into XY & Z (NDC)
vec3 rawPosition = vec3(texCoord, texture(depthMap, texCoord).r);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4(rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = inv_projection * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= 0.25f;
for (int i = 0; i < 20; i++) {
hitCoord += dir;
vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = calcViewPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0) return projectedCoord.xy;
}
return vec2(-1.0);
}
void main() {
vec3 normal = texture(normalMap, texCoord).xyz * 2.0 - 1.0;
vec3 viewPos = calcViewPosition(texCoord);
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));
// Ray cast
vec3 hitPos = viewPos;
float dDepth;
float minRayStep = 0.1f;
vec2 coords = rayCast(reflected * max(minRayStep, -viewPos.z), hitPos, dDepth);
if (coords != vec2(-1.0)) fragColor = mix(texture(colorMap, texCoord), texture(colorMap, coords), texture(reflectionStrengthMap, texCoord).r);
else fragColor = texture(colorMap, texCoord);
}
Screenshot:
Also, the lamp is not reflected at all
I will grateful for help
UPDATE:
colorMap:
normalMap:
depthMap:
UPDATE: I solved the problem with the wrong reflection, but there are still problems.
I solved it as follows: ViewPosition.y *= -1
Now, as you can see in the screenshot, the lower parts of the objects are not reflected for some reason.
The question still remains open.
I m struggling to get a fine ssr too. I found two things that could help.
To get the view space normals you have to keep only the rotation of the camera and remove the translation, because if you dont, you will get the normals stretched to the opposite direction of the camera movement and will no longer have the right direction even if you normalize them again, for column major mat4 you can do it like:
mat4 viewNoTranslation = view;
viewNoTranslation[3] = vec4(0.0, 0.0, 0.0, 1.0);
The depth sampling from the depth image is logarithmic and if you linearize it you will get indeed the values from 0 to 1 but they will be inaccurate as to the needed precision. I tried to get the depth value straight from the vertex shader:
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
depth = gl_Position.z;
I dont know if it is right but the depth now is more accurate.
If you make proggress, please update :)
Related
The normal mapping looks great when the objects aren't rotated from the origin, and spot lights and directional lights work, but when I spin an object on the spot it darkens and then lightens again, just on the top face.
I'm testing using a cube. I've used a geometry shader to visualise my calculated normals (after multiplying by a TBN matrix), and they appear to be in the correct places. If I take the normal map out of the equation then the lighting is fine.
Here's where the TBN is calculated:
void calculateTBN()
{
//get the normal matrix
mat3 model = mat3(transpose(inverse(mat3(transform))));
vec3 T = normalize(vec3(model * tangent.xyz ));
vec3 N = normalize(vec3(model * normal ));
vec3 B = cross(N, T);
mat3 TBN = mat3( T , B , N);
outputVertex.TBN =TBN;
}
And the normal is sampled and transformed:
vec3 calculateNormal()
{
//Sort the input so that the normal is between 1 and minus 1 instead of 0 and 1
vec3 input = texture2D(normalMap, inputFragment.textureCoord).xyz;
input = 2.0 * input - vec3(1.0, 1.0, 1.0);
vec3 newNormal = normalize(inputFragment.TBN* input);
return newNormal;
}
My Lighting is in world space (as far as I understand the term, it takes into account the transform matrix but not the camera or projection matrix)
I did try the technique where I pass down the TBN as inverse (or transpose) and then multiplied every vector apart from the normal by it. That had the same effect. I'd rather work in world space anyway as apparently this is better for deffered lighting? Or so I've heard.
If you'd like to see any of the lighting code and so on I'll add it in but I didn't think it was necessary as it works apart from this.
EDIT::
As requested, here is vertex and part of frag shader
#version 330
uniform mat4 T; // Translation matrix
uniform mat4 S; // Scale matrix
uniform mat4 R; // Rotation matrix
uniform mat4 camera; // camera matrix
uniform vec4 posRelParent; // the position relative to the parent
// Input vertex packet
layout (location = 0) in vec4 position;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec4 tangent;
layout (location = 4) in vec4 bitangent;
layout (location = 8) in vec2 textureCoord;
// Output vertex packet
out packet {
vec2 textureCoord;
vec3 normal;
vec3 vert;
mat3 TBN;
vec3 tangent;
vec3 bitangent;
vec3 normalTBN;
} outputVertex;
mat4 transform;
mat3 TBN;
void calculateTBN()
{
//get the model matrix, the transform of the object with scaling and transform removeds
mat3 model = mat3(transpose(inverse(transform)));
vec3 T = normalize(model*tangent.xyz);
vec3 N = normalize(model*normal);
//I used to retrieve the bitangents by crossing the normal and tangent but now they are calculated independently
vec3 B = normalize(model*bitangent.xyz);
TBN = mat3( T , B , N);
outputVertex.TBN = TBN;
//Pass though TBN vectors for colour debugging in the fragment shader
outputVertex.tangent = T;
outputVertex.bitangent = B;
outputVertex.normalTBN = N;
}
void main(void) {
outputVertex.textureCoord = textureCoord;
// Setup local variable pos in case we want to modify it (since position is constant)
vec4 pos = vec4(position.x, position.y, position.z, 1.0) + posRelParent;
//Work out the transform matrix
transform = T * R * S;
//Work out the normal for lighting
mat3 normalMat = transpose(inverse(mat3(transform)));
outputVertex.normal = normalize(normalMat* normal);
calculateTBN();
outputVertex.vert =(transform* pos).xyz;
//Work out the final pos of the vertex
gl_Position = camera * transform * pos;
}
And Lighting vector of fragment:
vec3 applyLight(Light thisLight, vec3 baseColor, vec3 surfacePos, vec3 surfaceToCamera)
{
float attenuation = 1.0f;
vec3 lightPos = (thisLight.finalLightMatrix*thisLight.position).xyz;
vec3 surfaceToLight;
vec3 coneDir = normalize(thisLight.coneDirection);
if (thisLight.position.w == 0.0f)
{
//Directional Light (all rays same angle, use position as direction)
surfaceToLight = normalize( (thisLight.position).xyz);
attenuation = 1.0f;
}
else
{
//Point light
surfaceToLight = normalize(lightPos - surfacePos);
float distanceToLight = length(lightPos - surfacePos);
attenuation = 1.0 / (1.0f + thisLight.attenuation * pow(distanceToLight, 2));
//Work out the Cone restrictions
float lightToSurfaceAngle = degrees(acos(dot(-surfaceToLight, normalize(coneDir))));
if (lightToSurfaceAngle > thisLight.coneAngle)
{
attenuation = 0.0;
}
}
}
Here's the main of the frag shader too:
void main(void) {
//get the base colour from the texture
vec4 tempFragColor = texture2D(textureImage, inputFragment.textureCoord).rgba;
//Support for objects with and without a normal map
if (useNormalMap == 1)
{
calcedNormal = calculateNormal();
}
else
{
calcedNormal = inputFragment.normal;
}
vec3 surfaceToCamera = normalize((cameraPos_World) - (inputFragment.vert));
vec3 tempColour = vec3(0.0, 0.0, 0.0);
for (int count = 0; count < numLights; count++)
{
tempColour += applyLight(allLights[count], tempFragColor.xyz, inputFragment.vert, surfaceToCamera);
}
vec3 gamma = vec3(1.0 / 2.2);
fragmentColour = vec4(pow(tempColour,gamma), tempFragColor.a);
//fragmentColour = vec4(calcedNormal, 1);
}
Edit 2:
The geometry shader used to visualize "sampled" normals by the TBN matrix as shown here:
void GenerateLineAtVertex(int index)
{
vec3 testSampledNormal = vec3(0, 0, 1);
vec3 bitangent = cross(gs_in[index].normal, gs_in[index].tangent);
mat3 TBN = mat3(gs_in[index].tangent, bitangent, gs_in[index].normal);
testSampledNormal = TBN * testSampledNormal;
gl_Position = gl_in[index].gl_Position;
EmitVertex();
gl_Position =
gl_in[index].gl_Position
+ vec4(testSampledNormal, 0.0) * MAGNITUDE;
EmitVertex();
EndPrimitive();
}
And it's vertex shader
void main(void) {
// Setup local variable pos in case we want to modify it (since position is constant)
vec4 pos = vec4(position.x, position.y, position.z, 1.0);
mat4 transform = T* R * S;
// Apply transformation to pos and store result in gl_Position
gl_Position = projection* camera* transform * pos;
mat3 normalMatrix = mat3(transpose(inverse(camera * transform)));
vs_out.tangent = normalize(vec3(projection * vec4(normalMatrix * tangent.xyz, 0.0)));
vs_out.normal = normalize(vec3(projection * vec4(normalMatrix * normal , 0.0)));
}
Here is the TBN vectors visualized. The slight angles on the points are due to an issue with how I'm applying the projection matrix, rather than mistakes in the actual vectors. The red lines just show where the arrows I've drawn on the texture are, they're not very clear from that angle that's all.
Problem Solved!
Actually nothing to do with the code above, although thanks to everyone that helped.
I was importing the texture using my own texture loader, which uses by default non-gamma corrected, SRGB colour in 32 bit. I switched it to 24bit and just RGB colour and it worked straight away. Typical developer problems....
I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion.
The first stage renders the color, position and normal of each pixel on the screen into separate textures. This part works correctly:
The second shader calculates an ambient occlusion value for each pixel on the screen and renders that to a texture. This part doesn't work correctly and is pixelated:
Raw occlusion data:
The third shader uses the color, position, normal and occlusion textures to render the game scene onto the screen. The lighting in this stage is also pixelated:
The SSAO (2nd pass) fragment shader comes from the www.LearnOpenGL.com tutorial for Screen Space Ambient Occlusion:
out float FragColor;
layout (binding = 0) uniform sampler2D gPosition; // World space position
layout (binding = 1) uniform sampler2D gNormal; // Normalised normal values
layout (binding = 2) uniform sampler2D texNoise;
uniform vec3 samples[64]; // 64 random precalculated vectors (-0.1 to 0.1 magnitude)
uniform mat4 projection;
float kernelSize = 64;
float radius = 1.5;
in vec2 TexCoords;
const vec2 noiseScale = vec2(1600.0/4.0, 900.0/4.0);
void main()
{
vec4 n = texture(gNormal, TexCoords);
// The alpha value of the normal is used to determine whether to apply SSAO to this pixel
if (int(n.a) > 0)
{
vec3 normal = normalize(n.rgb);
vec3 fragPos = texture(gPosition, TexCoords).xyz;
vec3 randomVec = normalize(texture(texNoise, TexCoords * noiseScale).xyz);
// Some maths. I don't understand this bit, it's from www.learnopengl.com
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
float occlusion = 0.0;
// Test 64 points around the pixel
for (int i = 0; i < kernelSize; i++)
{
vec3 sam = fragPos + TBN * samples[i] * radius;
vec4 offset = projection * vec4(sam, 1.0);
offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;
// If the normal's are different, increase the occlusion value
float l = length(normal - texture(gNormal, offset.xy).rgb);
occlusion += l * 0.3;
}
occlusion = 1 - (occlusion / kernelSize);
FragColor = occlusion;
}
}
The lighting and final fragment shader:
out vec4 FragColor;
in vec2 texCoords;
layout (binding = 0) uniform sampler2D gColor; // Colour of each pixel
layout (binding = 1) uniform sampler2D gPosition; // World-space position of each pixel
layout (binding = 2) uniform sampler2D gNormal; // Normalised normal of each pixel
layout (binding = 3) uniform sampler2D gSSAO; // Red channel contains occlusion value of each pixel
// Each of these textures are 300 wide and 2 tall.
// The first row contains light positions. The second row contains light colours.
uniform sampler2D playerLightData; // Directional lights
uniform sampler2D mapLightData; // Spherical lights
uniform float worldBrightness;
// Amount of player and map lights
uniform float playerLights;
uniform float mapLights;
void main()
{
vec4 n = texture(gNormal, texCoords);
// BlockData: a = 4
// ModelData: a = 2
// SkyboxData: a = 0;
// Don't do lighting calculations on the skybox
if (int(n.a) > 0)
{
vec3 Normal = n.rgb;
vec3 FragPos = texture(gPosition, texCoords).rgb;
vec3 Albedo = texture(gColor, texCoords).rgb;
vec3 lighting = Albedo * worldBrightness * texture(gSSAO, texCoords).r;
for (int i = 0; i < playerLights; i++)
{
vec3 pos = texelFetch(playerLightData, ivec2(i, 0), 0).rgb;
vec3 direction = pos - FragPos;
float l = length(direction);
if (l < 40)
{
// Direction of the light to the position
vec3 spotDir = normalize(direction);
// Angle of the cone of the light
float angle = dot(spotDir, -normalize(texelFetch(playerLightData, ivec2(i, 1), 0).rgb));
// Crop the cone
if (angle >= 0.95)
{
float fade = (angle - 0.95) * 40;
lighting += (40.0 - l) / 40.0 * max(dot(Normal, spotDir), 0.0) * Albedo * fade;
}
}
}
for (int i = 0; i < mapLights; i++)
{
// Compare this pixel's position with the light's position
vec3 difference = texelFetch(mapLightData, ivec2(i, 0), 0).rgb - FragPos;
float l = length(difference);
if (l < 7.0)
{
lighting += (7.0 - l) / 7.0 * max(dot(Normal, normalize(difference)), 0.0) * Albedo * texelFetch(mapLightData, ivec2(i, 1), 0).rgb;
}
}
FragColor = vec4(lighting, 1.0);
}
else
{
FragColor = vec4(texture(gColor, texCoords).rgb, 1.0);
}
}
The size of each block face in the game is 1x1 (world space size). I have tried splitting these faces up into smaller triangles, as illustrated below, however there wasn't much visible difference.
How can I increase the resolution of the lighting and SSAO data to reduce these pixelated artifacts? Thank you in advance
Good news! Thanks to some_rand over at the GameDev stack exchange, I was able to fix this by upgrading the resolution of my position buffer from GL_RGBA16F to GL_RGBA32F.
Here is his answer.
Faced a problem when trying to create a spotlight in my scene. The problem is that my camera is moving around the scene, and because of this, there is something wrong with the lighting. In addition, I see only a black screen. I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
Below is the code for my shaders.
Fragment shader:
#version 330 core
precision mediump float; // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
#define MAX_LAMPS_COUNT 8 // Max lamps count.
uniform vec3 u_ViewPos; // Camera position
uniform int u_LampsCount; // Lamps count
uniform int u_ShadowMapWidth = 1024; // shadow map width / default is 1024
uniform int u_ShadowMapHeight = 1024; // shadow map height / default is 1024
uniform float brightnessThreshold = 0.5; // brightness threshold variable
uniform float far_plane = 16;
varying mat4 v_MVMatrix; // Model View matrix
varying mat3 v_TBN; // Tangent Bitangent Normal matrix
varying vec4 v_Position; // Position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_Texture; // Texture coordinates.
varying float v_NormalMapping; // Is normal mapping enabled 0 - false, 1 - true
struct Lamp {
float ambientStrength;
float diffuseStrength;
float specularStrength;
float kc; // constant term
float kl; // linear term
float kq; // quadratic term
int shininess;
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
vec3 lampColor;
};
uniform samplerCube shadowMaps[MAX_LAMPS_COUNT];
uniform struct Mapping {
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
} u_Mapping;
uniform Lamp u_Lamps[MAX_LAMPS_COUNT];
vec3 norm;
vec3 fragPos;
float shadow;
// output colors
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 fragBrightColor;
float calculateShadow(int textureIndex, vec3 lightPos) {
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// use the light to fragment vector to sample from the depth map
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
// it is currently in linear range between [0,1]. Re-transform back to original value
closestDepth *= far_plane;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// now test for shadows
float bias = 0.05;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
//fragColor = vec4(vec3(closestDepth / far_plane), 1.0); // visualization
return shadow;
}
float calculateAttenuation(Lamp lamp) {
float distance = length(lamp.lampPos - fragPos);
return 1.0 / (
lamp.kc +
lamp.kl * distance +
lamp.kq * (distance * distance)
);
}
vec4 toVec4(vec3 v) {
return vec4(v, 1);
}
// The entry point for our fragment shader.
void main() {
// Transform the vertex into eye space.
fragPos = vec3(v_MVMatrix * v_Position);
vec3 viewDir = normalize(u_ViewPos - fragPos);
if (v_NormalMapping == 0) norm = vec3(normalize(v_MVMatrix * vec4(v_Normal, 0)));
else { // using normal map if normal mapping enabled
norm = texture2D(u_Mapping.normal, v_Texture).rgb;
norm = normalize(norm * 2.0 - 1.0); // from [0; 1] to [-1; -1]
norm = normalize(v_TBN * norm);
}
vec3 ambientResult = vec3(0, 0, 0); // result of ambient lighting for all lamps
vec3 diffuseResult = vec3(0, 0, 0); // result of diffuse lighting for all lamps
vec3 specularResult = vec3(0, 0, 0); // result of specular lighting for all lamps
for (int i = 0; i<u_LampsCount; i++) {
// attenuation
float attenuation = calculateAttenuation(u_Lamps[i]);
// ambient
vec3 ambient = u_Lamps[i].ambientStrength * u_Lamps[i].lampColor * attenuation;
// diffuse
vec3 lightDir = normalize(u_Lamps[i].lampPos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = u_Lamps[i].diffuseStrength * diff * u_Lamps[i].lampColor * attenuation;
// specular
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_Lamps[i].shininess);
vec3 specular = u_Lamps[i].specularStrength * spec * u_Lamps[i].lampColor * attenuation;
// fragment position in light space
//fragLightSpacePos = u_Lamps[i].lightSpaceMatrix * u_Lamps[i].lightModelMatrix * v_Position;
// calculate shadow
shadow = calculateShadow(i, u_Lamps[i].lampPos);
// result for this(i) lamp
ambientResult += ambient;
diffuseResult += diffuse * (1-shadow);
specularResult += specular * (1-shadow);
}
fragColor =
toVec4(ambientResult) * texture2D(u_Mapping.ambient, v_Texture) +
toVec4(diffuseResult) * texture2D(u_Mapping.diffuse, v_Texture) +
toVec4(specularResult) * texture2D(u_Mapping.specular, v_Texture);
// brightness calculation
//float brightness = dot(fragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
//if (brightness > brightnessThreshold) fragBrightColor = vec4(fragColor.rgb, 1.0);
fragBrightColor = vec4(0, 0, 0, 1);
}
Vertex shader:
#version 130
uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
uniform float u_NormalMapping; // Normal mapping; 0 - false, 1 - true
attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec3 a_Tangent; // Per-vertex tangent information we will pass in.
attribute vec3 a_Bitangent; // Per-vertex bitangent information we will pass in.
attribute vec2 a_Texture; // Per-vertex texture information we will pass in.
varying mat4 v_MVMatrix; // This will be passed into the fragment shader.
varying mat3 v_TBN; // This will be passed into the fragment shader.
varying vec4 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_Texture; // This will be passed into the fragment shader.
varying float v_NormalMapping; // This will be passed into the fragment shader.
void main() {
// creating TBN (tangent-bitangent-normal) matrix if normal mapping enabled
if (u_NormalMapping == 1) {
vec3 T = normalize(vec3(u_MVMatrix * vec4(a_Tangent, 0.0)));
vec3 B = normalize(vec3(u_MVMatrix * vec4(a_Bitangent, 0.0)));
vec3 N = normalize(vec3(u_MVMatrix * vec4(a_Normal, 0.0)));
mat3 TBN = mat3(T, B, N);
v_TBN = TBN;
}
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_MVPMatrix * a_Position;
// sending all needed variables to fragment shader
v_Position = a_Position;
v_Texture = a_Texture;
v_NormalMapping = u_NormalMapping;
v_MVMatrix = u_MVMatrix;
v_Normal = a_Normal;
}
Vertex shadow shader:
#version 130
attribute vec3 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * vec4(a_Position, 1.0);
}
Fragment shadow shader:
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos; // cameraViewMatrix * lamp world coordinates
uniform float far_plane = 16;
void main()
{
float lightDistance = length(fragPos.xyz - lightPos);
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// write this as modified depth
gl_FragDepth = lightDistance;
}
Geometry shadow shader:
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowMatrices[6];
out vec4 fragPos; // FragPos from GS (output per emitvertex)
void main() {
for(int face = 0; face < 6; ++face) {
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
fragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
And a video demonstrating visualization shadow map:
https://youtu.be/zaNXGG1qLaw
I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
The content of shadowMaps[textureIndex] is probably a depth map taken in "light space". This means it is a depth map as seen from the light source.
But
fragPos = vec3(v_MVMatrix * v_Position);
and
struct Lamp {
.....
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
.....
};
are in view space coordiantes. This causes that
vec3 fragToLight = fragPos - lightPos;
is a direction in view space, as seen from the camera.
If you do
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
then a "light space" map is accessed by a "view space" vector. The transformation from view space coordiantes to "light space" coordiantes is missing.
To solve the issue you need a matrix which transforms from world coordinates to "light space" coordinates. This is the inverse matrix, of that view projection matrix, which you used, when you create shadowMaps.
mat4 inverse_light_vp_mat[MAX_LAMPS_COUNT];
The fragment position has to be transformed to world coordinates, then it has to be transformed to "light space" coordinates, with inverse_light_vp_mat:
varying mat4 v_ModelMatrix; // Model matrix
vec4 fragLightPos = inverse_light_vp_mat[textureIndex] * v_ModelMatrix * v_Position;
fragLightPos.xyz /= fragLightPos.w;
In "light space" the light position is vec3( 0.0, 0.0, 0.0 ), because the position of the light source is the origin of the "light space". So the look up in the shadowMaps can be done directly with fragLightPos:
float closestDepth = texture(shadowMaps[textureIndex], fragLightPos.xyz).r;
The problem was solved. It was due to the fact that I considered a map of shadows in the camera space (view space), but it was necessary in the world space. Also, during the calculation of the shadow itself, it was also necessary to calculate everything in the world space.
Fragment shader:
vec3 fragToLight = vec3(model * v_Position) - lightPosWorldSpace;
or
vec3 fragToLight = vec3(model * v_Position) - vec3(inverse(view) * lightPos); (lightPos - vec4)
Fragment shadow shader:
float lightDistance = length(fragPos.xyz - lightPos);, lightPos - lamp position in world space
I'm trying to implement this version of ssao with this tutorial:
http://www.learnopengl.com/#!Advanced-Lighting/SSAO
Here is what I end up with for my render textures.
When I move the camera the shadows seem to follow
Seems like I am missing some kind of matrix multiplication with the camera.
CODE
gBuffer Vertex
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 m;
uniform mat4 v;
uniform mat4 p;
uniform mat4 n;
void main()
{
vec4 viewPos = v * m * vec4(vertexPosition, 1.0f);
position = viewPos.xyz;
gl_Position = p * viewPos;
normal = vec3(n * vec4(vertexNormal, 0.0f));
}
gBuffer Fragment
#version 330 core
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gColor;
in vec3 position;
in vec3 normal;
const float NEAR = 0.1f;
const float FAR = 50.0f;
float LinearizeDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0 * NEAR * FAR) / (FAR + NEAR - z * (FAR - NEAR));
}
void main()
{
gPosition.xyz = position;
gPosition.a = LinearizeDepth(gl_FragCoord.z);
gNormal = normalize(normal);
gColor.rgb = vec3(1.0f);
}
SSAO Vertex
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 texCoords;
out vec2 UV;
void main(){
gl_Position = vec4(vertexPosition, 1.0f);
UV = texCoords;
}
SSAO Fragment
#version 330 core
out float FragColor;
in vec2 UV;
uniform sampler2D gPositionDepth;
uniform sampler2D gNormal;
uniform sampler2D texNoise;
uniform vec3 samples[32];
uniform mat4 projection;
// parameters (you'd probably want to use them as uniforms to more easily tweak the effect)
int kernelSize = 32;
float radius = 1.0;
// tile noise texture over screen based on screen dimensions divided by noise size
const vec2 noiseScale = vec2(1024.0f/4.0f, 1024.0f/4.0f);
void main()
{
// Get input for SSAO algorithm
vec3 fragPos = texture(gPositionDepth, UV).xyz;
vec3 normal = texture(gNormal, UV).rgb;
vec3 randomVec = texture(texNoise, UV * noiseScale).xyz;
// Create TBN change-of-basis matrix: from tangent-space to view-space
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
// Iterate over the sample kernel and calculate occlusion factor
float occlusion = 0.0;
for(int i = 0; i < kernelSize; ++i)
{
// get sample position
vec3 sample = TBN * samples[i]; // From tangent to view-space
sample = fragPos + sample * radius;
// project sample position (to sample texture) (to get position on screen/texture)
vec4 offset = vec4(sample, 1.0);
offset = projection * offset; // from view to clip-space
offset.xyz /= offset.w; // perspective divide
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
// get sample depth
float sampleDepth = -texture(gPositionDepth, offset.xy).w; // Get depth value of kernel sample
// range check & accumulate
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth ));
occlusion += (sampleDepth >= sample.z ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / kernelSize);
FragColor = occlusion;
}
I've read around and saw someone had a similar issue and passed the view matrix into the ssao shader and multiplied the sampleDepth:
float sampleDepth = (viewMatrix * -texture(gPositionDepth, offset.xy)).w;
But seems like it just makes things worse.
Heres another view from up top where you can see the shadows move with the camera
If I position my camera in certain ways things line up
Although I can only assume the value of your normal matrix n in the gBuffer vertex shader, it seems like you don't store your normals in view space but in world space. Since the SSAO calculations are done in screen space, this could (at least partially) explain the unexpected behavior. In that case, you either need to multiply your view matrix v to your normals before storing them to the gBuffer (potentially more efficient, but may interfere with your other shading calculations) or after retrieving them.
I've got a shader that implements shadow mapping like this:
#version 430 core
out vec4 color;
in VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} fs_in;
layout(binding = 0) uniform sampler2DShadow shadow_tex;
uniform vec3 light_ambient_albedo = vec3(1.0);
uniform vec3 light_diffuse_albedo = vec3(1.0);
uniform vec3 light_specular_albedo = vec3(1.0);
uniform vec3 ambient_albedo = vec3(0.1, 0.1, 0.2);
uniform vec3 diffuse_albedo = vec3(0.4, 0.4, 0.8);
uniform vec3 specular_albedo = vec3(0.0, 0.0, 0.0);
uniform float specular_power = 128.0;
void main(void) {
//color = vec4(0.4, 0.4, 0.8, 1.0);
//normalize
vec3 N = normalize(fs_in.N);
vec3 L = normalize(fs_in.L);
vec3 V = normalize(fs_in.V);
//calculate R
vec3 R = reflect(-L, N);
//calcualte ambient
vec3 ambient = ambient_albedo * light_ambient_albedo;
//calculate diffuse
vec3 diffuse = max(dot(N, L), 0.0) * diffuse_albedo * light_diffuse_albedo;
//calcualte spcular
vec3 specular = pow(max(dot(R, V), 0.0), specular_power) * specular_albedo * light_specular_albedo;
//write color
color = textureProj(shadow_tex, fs_in.shadow_coord) * vec4(ambient + diffuse + specular, 0.5);
//if in shadow, then multiply color by 0.5 ^^, except alpha
}
What I want to do is to check first if the fragment is indeed in the shadow, and only then change the color (halve it, such that it becomes halfway between fully black and original color).
However how to check if the textureProj(...) result is indeed in shadow, as far as I know it returns a normalized float value.
Would something like textureProj(...) > 0.9999 suffice already? I know that it can returns values other than zero or one if you are using multisampling and I'd like behaviour that will not just break at one point.
The outputting vertex shader:
#version 430 core
layout(location = 0) in vec4 position;
layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;
layout(location = 3) uniform mat4 shadow_matrix;
out VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} vs_out;
uniform vec4 light_pos = vec4(-20.0, 7.5, -20.0, 1.0);
void main(void) {
vec4 local_light_pos = view_matrix * light_pos;
vec4 p = view_matrix * model_matrix * position;
//normal
vs_out.N = vec3(0.0, 1.0, 0.0);
//light vector
vs_out.L = local_light_pos.xyz - p.xyz;
//view vector
vs_out.V = -p.xyz;
//light space coordinates
vs_out.shadow_coord = shadow_matrix * position;
gl_Position = proj_matrix * p;
}
Note that the fragment shader is for terrain, and the vertex shader is for the floor, so there might be minor inconsistencies between the two, but they should be non relevant.
shadow_matrix is an uniform passed in as bias_matrix * light_projection_matrix * light_view_matrix * light_model_matrix.
textureProj (...) does not return a normalized floating-point value. It does return a single float if you use it on a sampler<1D|2D|2DRect>Shadow, but this value represents the result of a depth test. 1.0 = pass, 0.0 = fail.
Now, the interesting thing to note here, and the reason returning a float for a shadow sampler is meaningful at all has to do with filtering the shadow map. If you use a GL_LINEAR filter mode on the shadow map together with a shadow sampler, GL will actually pick the 4 closest texels in the shadow map and perform 4 independent depth tests.
Each depth test still has a binary result, but GL will return a weighted average of the result of all 4 tests (based on distance from the ideal sample location). So if you use GL_LINEAR in conjunction with a shadow sampler, you will have a value that lies somewhere in-between 0.0 and 1.0 representing the average occlusion for the 4 nearest depth samples.
I should point out that your use of textureProj (...) looks potentially wrong to me. The coordinate it uses is a 4D vector consisting of (s,t,r) [projected coordinates] and (q) [depth value to test]. I do not see anywhere in your code where you are assigning q a depth value. If you could edit your question to include the vertex/geometry shader that is outputting shadow_coord, that would help.
Try the following:
Get the distance from each vertex of your model to the light.
Send this distance to your fragment shader.
Compare the distance to the value stored in your shadow map sampler (I assume this texture stores the depth values of your scene from the camera's point of view?)
If the distance is greater than the sampler, the point is in shadow. Else, it is not.
If this is confusing, here's a pair of tutorials that should help:
http://ogldev.atspace.co.uk/www/tutorial23/tutorial23.html
http://ogldev.atspace.co.uk/www/tutorial24/tutorial24.html