Stabilize shadows and soften foliage shadow casting

This commit is contained in:
Kelsi 2026-02-04 16:22:18 -08:00
parent f17b15395d
commit 979c0b5592
8 changed files with 136 additions and 13 deletions

View file

@ -269,6 +269,7 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
uniform sampler2DShadow uShadowMap;
uniform mat4 uLightSpaceMatrix;
uniform bool uShadowEnabled;
uniform float uShadowStrength;
out vec4 FragColor;
@ -320,6 +321,7 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
shadow /= 9.0;
}
}
shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
vec3 ambient = uAmbientColor * texColor.rgb;
vec3 diffuse = diff * texColor.rgb;
@ -1127,6 +1129,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
shader->setUniform("uFogStart", fogStart);
shader->setUniform("uFogEnd", fogEnd);
shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
shader->setUniform("uShadowStrength", 0.65f);
if (shadowEnabled) {
shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE7);
@ -1231,6 +1234,58 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
glEnable(GL_CULL_FACE);
}
void M2Renderer::renderShadow(GLuint shadowShaderProgram) {
if (instances.empty() || shadowShaderProgram == 0) {
return;
}
GLint modelLoc = glGetUniformLocation(shadowShaderProgram, "uModel");
GLint useTexLoc = glGetUniformLocation(shadowShaderProgram, "uUseTexture");
GLint texLoc = glGetUniformLocation(shadowShaderProgram, "uTexture");
GLint alphaTestLoc = glGetUniformLocation(shadowShaderProgram, "uAlphaTest");
GLint opacityLoc = glGetUniformLocation(shadowShaderProgram, "uShadowOpacity");
if (modelLoc < 0) {
return;
}
if (useTexLoc >= 0) glUniform1i(useTexLoc, 0);
if (alphaTestLoc >= 0) glUniform1i(alphaTestLoc, 0);
if (opacityLoc >= 0) glUniform1f(opacityLoc, 1.0f);
if (texLoc >= 0) glUniform1i(texLoc, 0);
glActiveTexture(GL_TEXTURE0);
for (const auto& instance : instances) {
auto it = models.find(instance.modelId);
if (it == models.end()) continue;
const M2ModelGPU& model = it->second;
if (!model.isValid() || model.isSmoke) continue;
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, &instance.modelMatrix[0][0]);
glBindVertexArray(model.vao);
for (const auto& batch : model.batches) {
if (batch.indexCount == 0) continue;
bool useTexture = (batch.texture != 0);
bool alphaCutout = batch.hasAlpha;
// Foliage/leaf cutout batches cast softer shadows than opaque trunk geometry.
float shadowOpacity = alphaCutout ? 0.55f : 1.0f;
if (useTexLoc >= 0) glUniform1i(useTexLoc, useTexture ? 1 : 0);
if (alphaTestLoc >= 0) glUniform1i(alphaTestLoc, alphaCutout ? 1 : 0);
if (opacityLoc >= 0) glUniform1f(opacityLoc, shadowOpacity);
if (useTexture) {
glBindTexture(GL_TEXTURE_2D, batch.texture);
}
glDrawElements(GL_TRIANGLES, batch.indexCount, GL_UNSIGNED_SHORT,
(void*)(batch.indexStart * sizeof(uint16_t)));
}
}
glBindVertexArray(0);
}
void M2Renderer::renderSmokeParticles(const Camera& /*camera*/, const glm::mat4& view, const glm::mat4& projection) {
if (smokeParticles.empty() || !smokeShader || smokeVAO == 0) return;