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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-30 22:48:33 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-30 22:48:33 +0000 |
commit | 3c239338f5d1e97e3c0ddd05976e14b20758e07d (patch) | |
tree | 7eb3c254b681d2cafbc9ce8f13b285a9313474c4 | |
parent | 3D relative scaling in asset factory (diff) | |
parent | Adjust light view projection matrix upfront (diff) | |
download | ilt-3c239338f5d1e97e3c0ddd05976e14b20758e07d.tar.bz2 ilt-3c239338f5d1e97e3c0ddd05976e14b20758e07d.tar.xz ilt-3c239338f5d1e97e3c0ddd05976e14b20758e07d.zip |
Merge branch 'geo-shadows'
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 23 | ||||
-rw-r--r-- | gfx/gl/sceneRenderer.h | 7 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.glsl | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.gs | 22 | ||||
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 10 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPoint.vs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInst.vs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 1 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 126 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.h | 27 |
10 files changed, 89 insertions, 134 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 4c96902..517d51e 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -81,7 +81,7 @@ SceneRenderer::render(const SceneProvider & scene) const glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gNormal); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, shadowMapper); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); scene.environment(shader, *this); glDisable(GL_DEPTH_TEST); scene.lights(shader); @@ -116,7 +116,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps); + dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); renderQuad(); } } @@ -133,21 +133,24 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"}, lightViewProjectionLoc {*this, "lightViewProjection"}, - lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, - lightViewShadowMapRegionLoc {*this, "shadowMapRegion"} + lightViewProjectionCountLoc {*this, "lightViewProjectionCount"} { } +const auto toTextureSpaceMat = glm::translate(glm::identity<glm::mat4>(), glm::vec3 {0.5F}) + * glm::scale(glm::identity<glm::mat4>(), glm::vec3 {0.5F}); + void -SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, - const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp, - const std::span<const TextureRelRegion> shadowMapRegions, std::size_t maps) const +SceneRenderer::DirectionalLightProgram::setDirectionalLight( + const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp) const { + const auto toTextureSpace = [](const glm::mat4 & m) { + return toTextureSpaceMat * m; + }; glUniform(colourLoc, c); const auto nd = glm::normalize(d); glUniform(directionLoc, nd); glUniform(lightPointLoc, p); - glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(maps)); - glUniform(lightViewProjectionLoc, lvp); - glUniform(lightViewShadowMapRegionLoc, shadowMapRegions); + glUniform(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size())); + glUniform(lightViewProjectionLoc, std::span<const glm::mat4> {lvp * toTextureSpace}); } diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 797ecf1..021936f 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -6,7 +6,6 @@ #include "sceneProvider.h" #include "sceneShader.h" #include "shadowMapper.h" -#include <functional> #include <glm/fwd.hpp> class SceneRenderer { @@ -39,12 +38,12 @@ protected: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const RGB &, const Direction3D &, const GlobalPosition3D &, - const std::span<const glm::mat4x4>, const std::span<const TextureRelRegion>, std::size_t maps) const; + void setDirectionalLight( + const RGB &, const Direction3D &, const GlobalPosition3D &, const std::span<const glm::mat4x4>) const; private: RequiredUniformLocation directionLoc, colourLoc, lightPointLoc, lightViewProjectionLoc, - lightViewProjectionCountLoc, lightViewShadowMapRegionLoc; + lightViewProjectionCountLoc; }; DeferredLightProgram lighting; diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index 47722d6..ba4611a 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,7 +1,8 @@ +out vec4 vworldPos; + void main() { vec3 worldPos = model * position; - gl_Position = viewProjection * vec4(worldPos - viewPoint + modelPos, 1); - gl_Position.z = max(gl_Position.z, -1); + vworldPos = vec4(worldPos - viewPoint + modelPos, 1); } diff --git a/gfx/gl/shaders/commonShadowPoint.gs b/gfx/gl/shaders/commonShadowPoint.gs new file mode 100644 index 0000000..b008f29 --- /dev/null +++ b/gfx/gl/shaders/commonShadowPoint.gs @@ -0,0 +1,22 @@ +#version 330 core +#extension GL_ARB_viewport_array : enable + +uniform mat4 viewProjection[4]; +uniform int viewProjections; +in vec4 vworldPos[]; +layout(triangles) in; +layout(triangle_strip, max_vertices = 12) out; + +void +main() +{ + for (int vp = 0; vp < viewProjections; ++vp) { + for (int v = 0; v < vworldPos.length(); ++v) { + gl_Position = viewProjection[vp] * vworldPos[v]; + gl_Position.z = max(gl_Position.z, -1); + gl_Layer = vp; + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index f36d83f..24457b8 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -9,16 +9,15 @@ in vec2 TexCoords; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; -layout(binding = 2) uniform sampler2D shadowMap; +layout(binding = 2) uniform sampler2DArray shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; -uniform vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; -const vec3 e1 = vec3(-1, -1, -1), e2 = vec3(1, 1, 1); +const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); float insideShadowCube(vec3 v) @@ -34,9 +33,8 @@ isShaded(vec4 Position) const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth - = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; - return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); + const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; + return step(lightSpaceDepth, PositionInLightSpace.z); } } return 0; diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index bf0f0a1..7335b9a 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform mat3 model; uniform ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index b0b80da..d0eb649 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; layout(location = 5) in mat3 model; layout(location = 8) in ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index 307aac2..1376388 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; const mat3 model = mat3(1); const ivec3 modelPos = ivec3(0); diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index ab4ac50..4dbee8d 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -1,6 +1,7 @@ #include "shadowMapper.h" #include "camera.h" #include "collections.h" +#include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPoint.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" #include "gfx/gl/shaders/vs-shadowFixedPoint.h" @@ -19,17 +20,18 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { - glBindTexture(GL_TEXTURE_2D, depthMap); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); + glTexImage3D( + GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, size.x, size.y, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); static constexpr RGBA border {std::numeric_limits<RGBA::value_type>::infinity()}; - glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border); + glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, border); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { @@ -38,48 +40,6 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glBindFramebuffer(GL_FRAMEBUFFER, 0); } -constexpr std::array<std::array<TextureAbsRegion, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> viewports {{ - {{ - {31, 31, 0, 0}, // full - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 0, 1}, // upper half - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, - {{ - {31, 31, 1, 1}, // lower left - {1, 31, 1, 1}, // lower right - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, -}}; -constexpr std::array<std::array<TextureRelRegion, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> - shadowMapRegions {{ - {{ - {0.5F, 0.5F, 0.5F, 0.5F}, // full - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.5F, 0.25F, 0.5F, 0.75F}, // upper half - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - - {{ - {0.25F, 0.25F, 0.25F, 0.25F}, // lower left - {0.25F, 0.25F, 0.75F, 0.25F}, // lower right - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - }}; constexpr std::array<GlobalDistance, ShadowMapper::SHADOW_BANDS + 1> shadowBands { 1000, 250000, @@ -87,24 +47,6 @@ constexpr std::array<GlobalDistance, ShadowMapper::SHADOW_BANDS + 1> shadowBands 2500000, 10000000, }; -static_assert(viewports.size() == shadowMapRegions.size()); -static_assert(shadowBands.size() == shadowMapRegions.size() + 1); - -struct DefinitionsInserter { - auto - operator++() - { - return out.maps++; - }; - - auto - operator*() - { - return std::tie(out.projections[out.maps], out.regions[out.maps]); - } - - ShadowMapper::Definitions & out; -}; std::vector<std::array<RelativePosition3D, 4>> ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir) @@ -130,16 +72,15 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); + glViewport(0, 0, size.x, size.y); const auto lightViewDir = glm::lookAt({}, dir, up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); - Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), - DefinitionsInserter {out}, - [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewPoint, &lightViewDir]( - const auto & near, const auto & far) { + std::back_inserter(out), + [bands = bandViewExtents.size() - 2, &lightViewDir](const auto & near, const auto & far) mutable { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) { const auto mm = std::minmax_element(extents.begin(), extents.end(), comp); return std::make_pair(comp.get(*mm.first), comp.get(*mm.second)); @@ -149,54 +90,45 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first); }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2})); - const auto lightViewDirProjection = lightProjection * lightViewDir; - fixedPoint.setViewProjection(lightViewPoint, lightViewDirProjection); - dynamicPoint.setViewProjection(lightViewPoint, lightViewDirProjection); - dynamicPointInst.setViewProjection(lightViewPoint, lightViewDirProjection); - - const auto & viewport = viewports[bands][out.maps]; - glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w); - scene.shadows(*this); - - return std::make_pair(lightViewDirProjection, shadowMapRegions[bands][out.maps]); + return lightProjection * lightViewDir; }); + for (const auto p : std::initializer_list<const ShadowProgram *> {&fixedPoint, &dynamicPoint, &dynamicPointInst}) { + p->setView(out, lightViewPoint); + } + scene.shadows(*this); glCullFace(GL_BACK); return out; } -ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : - Program {vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"} +ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : + Program {vs, commonShadowPoint_gs}, viewProjectionLoc {*this, "viewProjection"}, + viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"} { } void -ShadowMapper::FixedPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const +ShadowMapper::ShadowProgram::setView( + const std::span<const glm::mat4> viewProjection, const GlobalPosition3D viewPoint) const { use(); - glUniform(viewProjectionLoc, viewProjection); glUniform(viewPointLoc, viewPoint); + glUniform(viewProjectionLoc, viewProjection); + glUniform(viewProjectionsLoc, static_cast<GLint>(viewProjection.size())); } void -ShadowMapper::FixedPoint::use() const +ShadowMapper::ShadowProgram::use() const { glUseProgram(*this); } -ShadowMapper::DynamicPoint::DynamicPoint() : - Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"}, - modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} -{ -} +ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : ShadowProgram {vs} { } -void -ShadowMapper::DynamicPoint::setViewProjection(const GlobalPosition3D viewPoint, const glm::mat4 & viewProjection) const +ShadowMapper::DynamicPoint::DynamicPoint() : + ShadowProgram {shadowDynamicPoint_vs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} { - glUseProgram(*this); - glUniform(viewProjectionLoc, viewProjection); - glUniform(viewPointLoc, viewPoint); } void diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index d1e4e10..a95d4c1 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -5,6 +5,7 @@ #include "program.h" #include <gfx/models/texture.h> #include <glm/vec2.hpp> +#include <span> #include <vector> class SceneProvider; @@ -16,33 +17,35 @@ public: static constexpr std::size_t SHADOW_BANDS {4}; - struct Definitions { - std::array<glm::mat4x4, SHADOW_BANDS> projections {}; - std::array<TextureRelRegion, SHADOW_BANDS> regions {}; - size_t maps {}; - }; + using Definitions = std::vector<glm::mat4x4>; [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; - class FixedPoint : public Program { + class ShadowProgram : public Program { public: - FixedPoint(const Shader & vs); - void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const; + explicit ShadowProgram(const Shader & vs); + + void setView(const std::span<const glm::mat4>, const GlobalPosition3D) const; void use() const; private: - RequiredUniformLocation viewProjectionLoc, viewPointLoc; + RequiredUniformLocation viewProjectionLoc; + RequiredUniformLocation viewProjectionsLoc; + RequiredUniformLocation viewPointLoc; + }; + + class FixedPoint : public ShadowProgram { + public: + explicit FixedPoint(const Shader & vs); }; - class DynamicPoint : public Program { + class DynamicPoint : public ShadowProgram { public: DynamicPoint(); - void setViewProjection(const GlobalPosition3D, const glm::mat4 &) const; void use(const Location &) const; void setModel(const Location &) const; private: - RequiredUniformLocation viewProjectionLoc, viewPointLoc; RequiredUniformLocation modelLoc; RequiredUniformLocation modelPosLoc; }; |