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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
Stabilize foliage shadows and smooth motion transitions
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker - replace delayed post-move catch-up with immediate stop transition and idle smoothing - rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions - reduce high-frequency foliage threshold popping by removing threshold warping path - sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows - raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling - set shadows enabled by default and lower global shadow strength from 0.65 to 0.62 - keep foliage animation speed consistent between moving and idle at 80%
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1003b25ff4
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8 changed files with 111 additions and 54 deletions
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@ -2661,11 +2661,9 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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lastWMORenderMs = 0.0;
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lastM2RenderMs = 0.0;
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// Shadow pass (before main scene) — throttled to every 2 frames (depth buffer persists)
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// Shadow pass (before main scene) — update every frame to avoid temporal popping.
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if (shadowsEnabled && shadowFBO && shadowShaderProgram && terrainLoaded) {
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if (shadowFrameCounter_++ % 2 == 0) {
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renderShadowPass();
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}
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renderShadowPass();
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} else {
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// Clear shadow maps when disabled
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if (terrainRenderer) terrainRenderer->clearShadowMap();
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@ -3495,6 +3493,7 @@ uint32_t Renderer::compileShadowShader() {
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uniform bool uUseBones;
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uniform mat4 uBones[200];
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out vec2 vTexCoord;
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out vec3 vWorldPos;
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void main() {
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vec3 pos = aPos;
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if (uUseBones) {
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@ -3506,36 +3505,46 @@ uint32_t Renderer::compileShadowShader() {
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pos = vec3(boneTransform * vec4(aPos, 1.0));
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}
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vTexCoord = aTexCoord;
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gl_Position = uLightSpaceMatrix * uModel * vec4(pos, 1.0);
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vec4 worldPos = uModel * vec4(pos, 1.0);
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vWorldPos = worldPos.xyz;
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gl_Position = uLightSpaceMatrix * worldPos;
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}
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)";
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const char* fragSrc = R"(
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#version 330 core
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in vec2 vTexCoord;
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in vec3 vWorldPos;
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uniform bool uUseTexture;
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uniform sampler2D uTexture;
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uniform bool uAlphaTest;
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uniform float uShadowOpacity;
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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uniform bool uFoliageSway;
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uniform float uWindTime;
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uniform float uFoliageMotionDamp;
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void main() {
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float opacity = clamp(uShadowOpacity, 0.0, 1.0);
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if (uUseTexture) {
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vec4 tex = texture(uTexture, vTexCoord);
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if (uAlphaTest && tex.a < 0.5) discard;
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opacity *= tex.a;
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}
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vec2 uv = vTexCoord;
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vec2 uv2 = vTexCoord;
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if (uFoliageSway && uAlphaTest) {
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// Slow, coherent wind-driven sway for foliage shadow cutouts.
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float gust = sin(uWindTime * 0.32 + vWorldPos.x * 0.05 + vWorldPos.y * 0.04);
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float flutter = sin(uWindTime * 0.55 + vWorldPos.y * 0.09 + vWorldPos.z * 0.18);
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float damp = clamp(uFoliageMotionDamp, 0.2, 1.0);
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uv += vec2(gust * 0.0040 * damp, flutter * 0.0022 * damp);
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// Stochastic alpha for soft/translucent shadow casters (foliage).
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// Use UV-space hash so pattern stays stable with camera movement.
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if (opacity < 0.999) {
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float d = hash12(floor(vTexCoord * 4096.0));
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if (d > opacity) discard;
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// Second, phase-shifted sample gives smooth position-to-position
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// transitions (less on/off popping during motion).
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float gust2 = sin(uWindTime * 0.32 + 1.57 + vWorldPos.x * 0.05 + vWorldPos.y * 0.04);
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float flutter2 = sin(uWindTime * 0.55 + 2.17 + vWorldPos.y * 0.09 + vWorldPos.z * 0.18);
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uv2 += vec2(gust2 * 0.0040 * damp, flutter2 * 0.0022 * damp);
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}
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// Force base mip for alpha-cutout casters to avoid temporal
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// shadow holes from mip-level transitions on thin foliage cards.
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vec4 tex = textureLod(uTexture, uv, 0.0);
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vec4 tex2 = textureLod(uTexture, uv2, 0.0);
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float alphaCut = 0.5;
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float alphaVal = (tex.a + tex2.a) * 0.5;
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if (uAlphaTest && alphaVal < alphaCut) discard;
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}
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}
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)";
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@ -3590,29 +3599,52 @@ glm::mat4 Renderer::computeLightSpaceMatrix() {
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constexpr float kShadowNearPlane = 1.0f;
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constexpr float kShadowFarPlane = 600.0f;
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// Sun direction matching WMO light dir
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// Fixed sun direction matching current world lighting setup.
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glm::vec3 sunDir = glm::normalize(glm::vec3(-0.3f, -0.7f, -0.6f));
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// Keep a stable shadow focus center and only recentre occasionally.
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// Keep a stable shadow focus center and move it smoothly toward the player
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// to avoid visible shadow "state jumps" during movement.
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glm::vec3 desiredCenter = characterPosition;
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if (!shadowCenterInitialized) {
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shadowCenter = desiredCenter;
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shadowCenterInitialized = true;
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} else {
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constexpr float recenterThreshold = 30.0f; // world units
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if (std::abs(desiredCenter.x - shadowCenter.x) > recenterThreshold ||
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std::abs(desiredCenter.y - shadowCenter.y) > recenterThreshold) {
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shadowCenter.x = desiredCenter.x;
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shadowCenter.y = desiredCenter.y;
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}
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// Avoid vertical jitter from tiny terrain/camera height changes.
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if (std::abs(desiredCenter.z - shadowCenter.z) > 4.0f) {
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shadowCenter.z = desiredCenter.z;
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const bool movingNow = cameraController && cameraController->isMoving();
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if (movingNow) {
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// Hold projection center fixed while moving to eliminate
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// frame-to-frame surface flicker from projection churn.
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shadowPostMoveFrames_ = 1; // transition marker: was moving last frame
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} else {
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if (shadowPostMoveFrames_ == 1) {
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// First frame after movement: snap once so there's no delayed catch-up.
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shadowCenter = desiredCenter;
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} else {
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// Normal idle smoothing.
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constexpr float kCenterLerp = 0.12f;
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constexpr float kMaxHorizontalStep = 1.5f;
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constexpr float kMaxVerticalStep = 0.6f;
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glm::vec2 deltaXY(desiredCenter.x - shadowCenter.x, desiredCenter.y - shadowCenter.y);
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float distXY = glm::length(deltaXY);
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if (distXY > 0.001f) {
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float step = std::min(distXY * kCenterLerp, kMaxHorizontalStep);
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glm::vec2 move = (deltaXY / distXY) * step;
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shadowCenter.x += move.x;
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shadowCenter.y += move.y;
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}
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float deltaZ = desiredCenter.z - shadowCenter.z;
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if (std::abs(deltaZ) > 0.001f) {
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float stepZ = std::clamp(deltaZ * kCenterLerp, -kMaxVerticalStep, kMaxVerticalStep);
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shadowCenter.z += stepZ;
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}
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}
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shadowPostMoveFrames_ = 0;
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}
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}
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glm::vec3 center = shadowCenter;
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// Texel snapping: round center to shadow texel boundaries to prevent shimmer
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// Snap to shadow texel grid to keep projection stable while moving.
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float halfExtent = kShadowHalfExtent;
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float texelWorld = (2.0f * halfExtent) / static_cast<float>(SHADOW_MAP_SIZE);
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@ -3624,16 +3656,15 @@ glm::mat4 Renderer::computeLightSpaceMatrix() {
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}
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glm::mat4 lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
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// Snap center in light space to texel grid
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// Stable texel snapping in light space removes movement shimmer.
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glm::vec4 centerLS = lightView * glm::vec4(center, 1.0f);
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centerLS.x = std::round(centerLS.x / texelWorld) * texelWorld;
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centerLS.y = std::round(centerLS.y / texelWorld) * texelWorld;
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glm::vec4 snappedCenter = glm::inverse(lightView) * centerLS;
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center = glm::vec3(snappedCenter);
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shadowCenter = center;
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// Rebuild with snapped center
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lightView = glm::lookAt(center - sunDir * kShadowLightDistance, center, up);
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glm::mat4 lightProj = glm::ortho(-halfExtent, halfExtent, -halfExtent, halfExtent,
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kShadowNearPlane, kShadowFarPlane);
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@ -3667,13 +3698,31 @@ void Renderer::renderShadowPass() {
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GLint useTexLoc = glGetUniformLocation(shadowShaderProgram, "uUseTexture");
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GLint texLoc = glGetUniformLocation(shadowShaderProgram, "uTexture");
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GLint alphaTestLoc = glGetUniformLocation(shadowShaderProgram, "uAlphaTest");
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GLint opacityLoc = glGetUniformLocation(shadowShaderProgram, "uShadowOpacity");
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GLint useBonesLoc = glGetUniformLocation(shadowShaderProgram, "uUseBones");
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GLint foliageSwayLoc = glGetUniformLocation(shadowShaderProgram, "uFoliageSway");
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GLint windTimeLoc = glGetUniformLocation(shadowShaderProgram, "uWindTime");
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GLint foliageDampLoc = glGetUniformLocation(shadowShaderProgram, "uFoliageMotionDamp");
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if (useTexLoc >= 0) glUniform1i(useTexLoc, 0);
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if (alphaTestLoc >= 0) glUniform1i(alphaTestLoc, 0);
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if (opacityLoc >= 0) glUniform1f(opacityLoc, 1.0f);
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if (useBonesLoc >= 0) glUniform1i(useBonesLoc, 0);
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if (texLoc >= 0) glUniform1i(texLoc, 0);
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if (foliageSwayLoc >= 0) glUniform1i(foliageSwayLoc, 0);
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if (foliageDampLoc >= 0) glUniform1f(foliageDampLoc, 1.0f);
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if (windTimeLoc >= 0) {
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const auto now = std::chrono::steady_clock::now();
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static auto prev = now;
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static float windPhaseSec = 0.0f;
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float dt = std::chrono::duration<float>(now - prev).count();
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prev = now;
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dt = std::clamp(dt, 0.0f, 0.1f);
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// Match moving and idle foliage evolution speed at 80% of original.
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float phaseRate = 0.8f;
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windPhaseSec += dt * phaseRate;
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glUniform1f(windTimeLoc, windPhaseSec);
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if (foliageDampLoc >= 0) {
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glUniform1f(foliageDampLoc, 1.0f);
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}
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}
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// Render terrain into shadow map (only chunks within shadow frustum)
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if (terrainRenderer) {
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