--[[
Example of basic shadow mapping in LÖVR
Ben Porter, 2022
]]
local z = -2
local light_pos = lovr.math.newVec3(3.0, 4.0, z)
local light_orthographic = false -- Use orthographic light
local shadow_map_size = 2048
local debug_render_from_light = false -- Enable to render scene from light
local debug_show_shadow_map = false -- Enable to view shadow map in overlap
local shader, render_texture
local shadow_map_texture, shadow_map_sampler
local light_space_matrix
local shadow_map_pass, lighting_pass
local function render_scene(pass)
local t = lovr.timer.getTime()
pass:push()
pass:setColor(0xCBC1AD)
pass:circle(0, 0, z, 5, -math.pi / 2, 1, 0, 0, 'fill', 0, 2 * math.pi, 256)
local count = 2
local min, max = -(count - 1) / 2, (count - 1) / 2
pass:setColor(0xEEEEEE)
pass:translate(0, -min + .55, z)
for i = min, max do
for j = min, max do
for k = min, max do
pass:push()
pass:translate(i, j, k)
pass:rotate(t + i * 0.3 + j * 0.3, 1, 1, 1)
pass:scale(0.45)
if i + j % 2 == 1 then
pass:box()
else
pass:scale(0.7)
pass:sphere()
end
pass:pop()
end
end
end
pass:pop()
end
local function lighting_shader()
local vs = [[
vec4 lovrmain() {
return Projection * View * Transform * VertexPosition;
}
]]
local fs = [[
uniform vec3 lightPos;
uniform mat4 lightSpaceMatrix;
uniform bool lightOrthographic;
uniform texture2D shadowMapTexture;
vec4 diffuseLighting(vec3 lightDir, vec3 normal, float shadow) {
float diff = max(dot(normal, lightDir), 0.0);
vec4 diffuse = diff * vec4(1.0, 1.0, 0.8, 1.0);
vec4 baseColor = Color * getPixel(ColorTexture, UV);
vec4 ambience = vec4(0.05, 0.05, 0.1, 1.0);
return baseColor * (ambience + (1 - shadow) * diffuse);
}
// Falloff shadow near edge of light bounds/frustum
float shadowFalloff(vec2 uv) {
const float margin = 0.05;
uv = clamp(uv, vec2(0,0), vec2(1,1));
float dx = 1;
if (uv.x < margin) dx = uv.x / margin;
else if (uv.x > 1 - margin) dx = ( 1 - uv.x ) / margin;
float dy = 1;
if (uv.y < margin) dy = uv.y / margin;
else if (uv.y > 1 - margin) dy = ( 1 - uv.y ) / margin;
return dx * dy;
}
vec4 lovrmain() {
vec3 lightDir = normalize(lightPos - PositionWorld);
vec3 normal = normalize(Normal);
vec4 positionLightSpace = lightSpaceMatrix * vec4(PositionWorld, 1);
vec3 positionLightSpaceProj = 0.5 * (positionLightSpace.xyz / positionLightSpace.w) + 0.5;
vec4 shadowMap = getPixel(shadowMapTexture, positionLightSpaceProj.xy);
float closestDepth = shadowMap.r * 0.5 + 0.5;
float currentDepth = positionLightSpaceProj.z;
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
float falloff = shadowFalloff(positionLightSpaceProj.xy);
float shadow;
if (lightOrthographic) {
shadow = ((currentDepth - bias) >= closestDepth) ? 1.0 : 0.0;
} else {
shadow = ((currentDepth + bias) <= closestDepth) ? 1.0 : 0.0;
}
return diffuseLighting(lightDir, normal, falloff * shadow);
}
]]
return lovr.graphics.newShader(vs, fs, {})
end
local function render_shadow_map(draw)
local near_plane = 2
local projection
if light_orthographic then
local radius = 3
local far_plane = 15
projection = mat4():orthographic(-radius, radius, -radius, radius, near_plane, far_plane)
else
projection = mat4():perspective(math.pi / 3, 1, near_plane)
end
local view = mat4():lookAt(light_pos, vec3(0, 1, z))
light_space_matrix = mat4(projection):mul(view)
shadow_map_pass:reset()
shadow_map_pass:setProjection(1, projection)
shadow_map_pass:setViewPose(1, view, true)
if light_orthographic then
-- Note for ortho projection with a far plane the depth coord is reversed
shadow_map_pass:setDepthTest('lequal')
end
if debug_render_from_light then
shadow_map_pass:setShader(shader)
shadow_map_pass:send('lightPos', light_pos)
end
draw(shadow_map_pass)
end
local function render_lighting_pass(draw)
lighting_pass:reset()
if lovr.headset then
for i = 1, lovr.headset.getViewCount() do
lighting_pass:setViewPose(i, lovr.headset.getViewPose(i))
lighting_pass:setProjection(i, lovr.headset.getViewAngles(i))
end
else
local t = lovr.timer.getTime()
lighting_pass:setViewPose(1, 0, 3 - math.sin(t * 0.1), 4, -math.pi / 8, 1, 0, 0)
end
lighting_pass:setShader(shader)
lighting_pass:setSampler(shadow_map_sampler)
lighting_pass:send('shadowMapTexture', shadow_map_texture)
lighting_pass:send('lightPos', light_pos)
lighting_pass:send('lightSpaceMatrix', light_space_matrix)
lighting_pass:send('lightOrthographic', light_orthographic)
draw(lighting_pass)
lighting_pass:setShader()
lighting_pass:setColor(1, 1, 1, 1)
lighting_pass:sphere(light_pos, 0.1)
end
local function debug_passes(pass)
pass:setDepthWrite(false)
if debug_render_from_light then
pass:fill(shadow_map_texture)
else
pass:fill(render_texture)
if debug_show_shadow_map then
-- Render shadow map in overlay
local width, height = lovr.system.getWindowDimensions()
pass:setViewport(0, 0, width / 4, height / 4)
pass:fill(shadow_map_texture)
end
end
end
function lovr.load(args)
shader = lighting_shader()
lovr.graphics.setBackgroundColor(0x4782B3)
local shadow_map_format = debug_render_from_light and 'rgba8' or 'd32f'
shadow_map_texture = lovr.graphics.newTexture(shadow_map_size, shadow_map_size, {
format = shadow_map_format,
linear = false,
mipmaps = false
})
shadow_map_sampler = lovr.graphics.newSampler({ wrap = 'clamp' })
if lovr.headset then
local width, height = lovr.headset.getDisplayDimensions()
local layers = lovr.headset.getViewCount()
render_texture = lovr.graphics.newTexture(width, height, layers, { mipmaps = false })
else
local width, height = lovr.system.getWindowDimensions()
render_texture = lovr.graphics.newTexture(width, height, 1, { mipmaps = false })
end
if debug_render_from_light then
shadow_map_pass = lovr.graphics.newPass({ shadow_map_texture, samples = 1 })
else
shadow_map_pass = lovr.graphics.newPass({ depth = shadow_map_texture, samples = 1 })
shadow_map_pass:setClear({ depth = light_orthographic and 1 or 0 })
end
lighting_pass = lovr.graphics.newPass(render_texture)
end
function lovr.update(dt)
local t = lovr.timer.getTime()
light_pos.x = 3 * math.cos(t * 0.4)
light_pos.z = 3 * math.sin(t * 0.4) + z
end
function lovr.draw(pass)
render_shadow_map(render_scene)
render_lighting_pass(render_scene)
debug_passes(pass)
return lovr.graphics.submit({ shadow_map_pass, lighting_pass, pass })
end