Cleanup shadows

This commit is contained in:
2025-11-12 22:54:43 +00:00
parent cdf998a1e2
commit 5e9d337288
11 changed files with 118 additions and 428 deletions
-38
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@@ -1,38 +0,0 @@
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout(location=0)uniform vec3 lightPos;
in float drawbit[];
// the following code is duplicated in lineShadow.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (100 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 100 , 1) ;
}
void main()
{
vec4 p0 = gl_in[0].gl_Position ;
vec4 p1 = gl_in[1].gl_Position ;
vec4 p2 = gl_in[2].gl_Position ;
if ( //if Light Source is below all vertices, draw cap
// TODO think about when LS is beside the object
(drawbit[0] == 1)
&& ( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
)
{
// the front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Position = theMat * projNear(p2); EmitVertex();
gl_Position = theMat * projNear(p1); EmitVertex();
EndPrimitive();
}
else {}
}
-57
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@@ -1,57 +0,0 @@
#version 450 core
// an attempt to test whether a geometry surface occludes the camera from a
// light source
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 camPos;
void main()
{
vec3 p0 = gl_in[0].gl_Position.xyz ;
vec3 p1 = gl_in[1].gl_Position.xyz ;
vec3 p2 = gl_in[2].gl_Position.xyz ;
// first determine intersection point (if any)
vec3 u = p1 - p0 ;
vec3 v = p2 - p0 ;
vec3 n = cross (u,v) ;
vec3 dir = vec3 (camPos, 100) - lightPos ;
vec3 w0 = p0 - lightPos ;
float a = dot(n, w0) ;
float b = dot(n,dir) ;
if (abs(b) < 0.00001) {}
else {
float r = a / b ;
if (r < 0.0) {}
else {
vec3 ip = lightPos + r * dir ;
float uu, uv, vv, wu, wv, D;
uu = dot(u,u);
uv = dot(u,v);
vv = dot(v,v);
vec3 w = ip - p0;
wu = dot (w,u);
wv = dot (w,v);
D = uv * uv - uu * vv;
//get and test parametric coords
float s, t;
s = (uv * wv - vv * wu) / D;
if (s < 0.0 || s > 1.0) {}
else
{
t = (uv * wu - uu * wv) / D;
if (t < 0.0 || (s + t) > 1.0) {}
else
{
gl_Position = vec4(-1,-1,50,1); EmitVertex();
gl_Position = vec4(-1, 1,50,1); EmitVertex();
gl_Position = vec4( 1,-1,50,1); EmitVertex();
gl_Position = vec4( 1, 1,50,1); EmitVertex();
EndPrimitive();
}
}
}
}
}
-27
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@@ -1,27 +0,0 @@
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out float lum;
out vec2 dField;
void main()
{
lum = gl_in[0].gl_Position.w;
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0.1 , 1);
float gRad = gl_in[0].gl_Position.z;
dField = vec2 ( 1, 1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, 0.1 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, 0.1 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, 0.1 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, 0.1 , 1);
EmitVertex();
EndPrimitive();
}
-80
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@@ -1,80 +0,0 @@
#version 450 core
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
layout(location=0) uniform vec3 lightPos;
layout(location=1) uniform float radiusUniform;
float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
}
vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
float x = closestPointOnLineParam3(a,b,p);
if (x < 0) {
return a;
} else{ if (x > 1) { return b; }
{ return a + (x * (b- a));}
}
}
vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos)), 1)); }
vec4 shiftBy(float x, vec4 p) {
return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
}
// copied from lighting/cap.geom, should not be changed on its own
vec4 projNear(vec4 pos) {
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos;
float a = (100 - pos.z) / dir.z;
vec2 xy = (pos.xyz + a * dir).xy;
return vec4(xy, 100, 1);
}
vec4 shiftNear(vec4 pos)
{
vec4 sp = shift(pos);
if (sp.z > 100) {
return projNear(pos);
} else {
return sp;
}
}
void main() {
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
float ru2 = radiusUniform * radiusUniform;
vec4 mid = 0.5 * (p0 + p1);
vec3 n0a = gl_in[2].gl_Position.xyz;
vec3 n1a = gl_in[3].gl_Position.xyz;
vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
vec3 lightDir = p0.xyz - lightPos.xyz;
vec3 lightDir2 = p1.xyz - lightPos.xyz;
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point are in
// "different directions" wrt the light direction
if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
gl_Position = theMat * p0;
EmitVertex();
if (dot(n0, lightDir) > 0) {
gl_Position = theMat * p2;
EmitVertex();
gl_Position = theMat * p1;
EmitVertex();
} else {
gl_Position = theMat * p1;
EmitVertex();
gl_Position = theMat * p2;
EmitVertex();
}
gl_Position = theMat * p3;
EmitVertex();
EndPrimitive();
} else {
}
}
+21 -18
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@@ -1,28 +1,29 @@
#version 450 core
struct PosColNorm { vec4 pos; vec4 dummy; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 colrad; };
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
layout (std430, binding = 5) readonly buffer Indices { uint indices[]; };
layout(location=0)uniform vec3 lightPos;
layout(location=1)uniform float radiusUniform;
float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
}
vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
float x = closestPointOnLineParam3(a,b,p);
if (x < 0) {
return a;
} else{ return (x > 1 ? b: a + (x * (b- a))); }
return (x < 0
? a
: (x > 1
? b
: a + (x * (b- a)))) ;
}
vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos)), 1)); }
vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos.xyz)), 1)); }
vec4 shiftBy(float x, vec4 p) {
return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
return (vec4(lightPos.xyz + (x * normalize(p.xyz - lightPos.xyz)), 1));
}
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
vec3 dir = pos.xyz - lightPos.xyz ;
float a = (100 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 100 , 1) ;
@@ -31,11 +32,13 @@ vec4 shiftNear(vec4 pos)
{
vec4 sp = shift(pos);
return (sp.z > 100 ? projNear(pos) : sp);
}
int ks[6] =
{0,1,2 // 2--3
,2,1,3 // | |
}; // 0--1
}
// Output 6 vertices for 4 data inputs
int ks[6] = // Inputdata: n1a Shadow:
{0,1,2 // 2--3 / p2--p3
,2,1,3 // | | p0---p1 / |
}; // 0--1 / / |
// n0a p0----p1
void main()
{
int k = ks[gl_VertexID % 6];
@@ -44,8 +47,8 @@ void main()
vec4 p1 = data[indices[i0+1]].pos;
vec3 n0a = data[indices[i0+2]].pos.xyz;
vec3 n1a = data[indices[i0+3]].pos.xyz;
vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
float ru2 = radiusUniform * radiusUniform;
vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos.xyz);
float ru2 = colrad.w * colrad.w;
vec4 mid = 0.5 * (p0 + p1);
vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
@@ -53,15 +56,15 @@ void main()
vec3 lightDir2 = p1.xyz - lightPos.xyz;
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point are in
// test if the edge is part of the silhouette
// that is, if the slopes of the faces connected to the edge are in
// "different directions" wrt the light direction
if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
if (dot(n0, lightDir) > 0)
if (dot(n0, lightDir) < 0)
{
vec4 sp[4] = {p1,p0,p3,p2};
gl_Position = theMat * sp[k];}
-92
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@@ -1,92 +0,0 @@
#version 450 core
layout(points) in;
//layout(triangle_strip, max_vertices = 18) out;
layout(triangle_strip, max_vertices = 9) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
layout(location=0) uniform vec3 lightPos;
layout(location=1) uniform float rad;
//float rad = rad;
// Preprocessed to include ../functions.glsl
float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
}
vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
float x = closestPointOnLineParam(a,b,p);
if (x < 0) {
return a;
} else{ if (x > 1) { return b; }
{ return a + (x * (b- a));}
}
}
// End include 2023-03-13 15:33:44.438312149 UTC
vec2 closestPointOnLine (vec2 a,vec2 b, vec2 p) {
float x = closestPointOnLineParam(a,b,p);
return a + (x * (b- a));
}
vec2 invclosestPointOnLine (vec2 a,vec2 b, vec2 p) {
float x = dot (p-a,p-a)/ dot(p-a,b-a);
return a + x*(b- a);
}
vec2 shift(vec2 p) {
return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));
}
float detV(vec2 p, vec2 q) {
return p.x*q.y - p.y*q.x;
}
float isLHS(vec2 p, vec2 q) {
return sign(-detV(p,q));
}
// the following does NOT check for division by zero: do not reuse this unless
// you are certain this cannot happen
vec2 intersectLL(vec2 p1,vec2 p2,vec2 q1,vec2 q2){
float den = detV (p1-p2,q1-q2);
float t = detV (p1-q1,q1-q2);
return p1 + (t/den)*(p2-p1);
}
// constructs a "bridge" shape
void main() {
vec2 p1 = gl_in[0].gl_Position.xy;
vec2 p2 = gl_in[0].gl_Position.zw;
vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad) {
vec2 xxxy = p1 + (0.25 * (p2 -p1));
vec2 xt = shift(xxxy);
vec2 xo = invclosestPointOnLine(lightPos.xy,p1,xt);
vec2 xyyy = p1 + (0.75 * (p2 -p1));
vec2 yt = shift(xyyy);
vec2 yo = invclosestPointOnLine(lightPos.xy,p2,yt);
vec2 xoo = (distance(xo, lightPos.xy) < distance(p1, lightPos.xy)
|| distance(p1,lightPos.xy)>rad
? p1 : xo);
vec2 yoo = (distance(yo, lightPos.xy) < distance(p2, lightPos.xy)
|| distance(p2,lightPos.xy)>rad
? p2 : yo);
vec2 mo = intersectLL(xoo,xt,yoo,yt);
vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
//vec2 p1o = xoo;
vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
//vec2 p2o = yoo;
gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
gl_Position = theMat * vec4(p1,100,1); EmitVertex();
gl_Position = theMat * vec4(shifto,100,1); EmitVertex();
//gl_Position = theMat * vec4(xt,100,1); EmitVertex();
//gl_Position = theMat * vec4(mo,100,1); EmitVertex();
gl_Position = theMat * vec4(p2,100,1); EmitVertex();
gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
EndPrimitive();
// be carefull with the winding...
EndPrimitive();
} else {
}
}
+8 -8
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@@ -1,16 +1,16 @@
#version 450 core
struct PosTex { vec4 pospos; vec4 texang; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 colrad; };
layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
layout(location=0) uniform vec3 lightPos;
layout(location=1) uniform float rad;
float rad = colrad.w;
int indices[18] =
{5,1,7 // 6----7
,7,1,3 // /| /|
,7,3,6 // 2-+--3 |
,6,3,2 // | 4 | 5
,6,2,4 // 0 1
,4,2,0
{5,7,1 // 6----7
,7,3,1 // /| /|
,7,6,3 // 2-+--3 |
,6,2,3 // | 4 | 5
,6,4,2 // 0 1
,4,0,2
};
vec2 shift(vec2 p) {
return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));