Cleanup, correcly filter unimportant shadow silhouettes
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@@ -1,15 +1,16 @@
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#version 450 core
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#version 450 core
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struct PosColNorm { vec4 pos; vec4 dummy; };
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struct PosColNorm { vec4 pos; vec4 dummy; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
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layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
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layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
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layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
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layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
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layout(location=0)uniform vec3 lightPos;
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//layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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//layout(location=1)uniform vec4 lumRad;
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vec4 projNear (vec4 pos)
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vec4 projNear (vec4 pos)
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{
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{
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// note we project to a specific height
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// note we project to a specific height
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// this is quite brittle, not ideal
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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vec3 dir = pos.xyz - lightPos.xyz ;
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float a = (100 - pos.z) / dir.z ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 100 , 1) ;
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return vec4 ( xy, 100 , 1) ;
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@@ -27,13 +28,3 @@ void main() {
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: vec4(1,1,1,0)
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: vec4(1,1,1,0)
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);
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);
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}
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}
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//layout (location = 0) in vec4 position;
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//layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//uniform vec3 lightPos;
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//uniform vec4 lumRad;
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//out float drawbit;
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//void main()
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//{
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// gl_Position = vec4(position.xyz,1);
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// drawbit = position.w;
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//}
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@@ -54,16 +54,16 @@ void main()
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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// test if the edge is part of the silhouette
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// test if the edge is part of the silhouette
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// that is, if the slopes of the faces connected to the edge are in
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// that is, if the normals of the faces connected to the edge are in
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// "different directions" wrt the light direction
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// "different directions" wrt the light direction
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if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
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if (p0.w==1 && dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
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(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
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(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
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// using <= rather than < seems to get rid of overlapping shadow
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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// artefacts
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{
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{
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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if (dot(n0, lightDir) < 0)
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if (dot(n0, lightDir) < 0)
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{
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{
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vec4 sp[4] = {p1,p0,p3,p2};
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vec4 sp[4] = {p1,p0,p3,p2};
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+2
-2
@@ -188,8 +188,8 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glEnable GL_CULL_FACE
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glCullFace GL_BACK
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glUseProgram (_shaderUINT lcapShad)
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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-- glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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-- glUniform4f 1 r g b rad
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-- glFrontFace(GL_CW)
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-- glFrontFace(GL_CW)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCaps)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCaps)
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-- glFrontFace(GL_CCW)
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-- glFrontFace(GL_CCW)
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