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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-17 18:58:53 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-17 18:58:53 +0000 |
commit | edb63bcb5fd140d0d4db71e170a43f767a4b70be (patch) | |
tree | 2703b2e4517ead609738e2597e0ab20670643573 | |
parent | Use new calc types in camera extents to address overflow (diff) | |
download | ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.tar.bz2 ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.tar.xz ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.zip |
Run shadow mapper in camera relative space
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 10 | ||||
-rw-r--r-- | gfx/gl/sceneRenderer.h | 8 | ||||
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 7 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 16 |
4 files changed, 22 insertions, 19 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 2854dea..c856279 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -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, lvp.projections, lvp.regions, lvp.maps); + dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps); renderQuad(); } } @@ -131,7 +131,8 @@ SceneRenderer::renderQuad() const SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, - colourLoc {*this, "lightColour"}, lightViewProjectionLoc {*this, "lightViewProjection"}, + colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"}, + lightViewProjectionLoc {*this, "lightViewProjection"}, lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, lightViewShadowMapRegionLoc {*this, "shadowMapRegion"} { @@ -139,12 +140,13 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : void SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, - const std::span<const glm::mat4x4> lvp, const std::span<const TextureRelRegion> shadowMapRegions, - std::size_t maps) const + const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp, + const std::span<const TextureRelRegion> shadowMapRegions, std::size_t maps) const { glUniform3fv(colourLoc, 1, glm::value_ptr(c)); const auto nd = glm::normalize(d); glUniform3fv(directionLoc, 1, glm::value_ptr(nd)); + glUniform3iv(lightPointLoc, 1, glm::value_ptr(p)); glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(maps)); glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(maps), GL_FALSE, glm::value_ptr(lvp.front())); glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(maps), glm::value_ptr(shadowMapRegions.front())); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index c935f93..797ecf1 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -39,12 +39,12 @@ protected: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const RGB &, const Direction3D &, 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 std::span<const TextureRelRegion>, std::size_t maps) const; private: - RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc, - lightViewShadowMapRegionLoc; + RequiredUniformLocation directionLoc, colourLoc, lightPointLoc, lightViewProjectionLoc, + lightViewProjectionCountLoc, lightViewShadowMapRegionLoc; }; DeferredLightProgram lighting; diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index 3756db7..f36d83f 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -13,6 +13,7 @@ layout(binding = 2) uniform sampler2D shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; +uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; uniform vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; @@ -27,10 +28,10 @@ insideShadowCube(vec3 v) } float -isShaded(ivec3 Position) +isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - vec3 PositionInLightSpace = (lightViewProjection[m] * vec4(Position, 1.0f)).xyz; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth @@ -44,7 +45,7 @@ isShaded(ivec3 Position) void main() { - const ivec3 Position = texture(gPosition, TexCoords).xyz; + const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); const vec3 Normal = texture(gNormal, TexCoords).rgb; const float shaded = isShaded(Position); FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index deb0630..74d93bd 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -106,14 +106,15 @@ struct DefinitionsInserter { }; std::vector<std::array<Position3D, 4>> -ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightView) +ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir) { std::vector<std::array<Position3D, 4>> bandViewExtents; for (const auto dist : shadowBands) { const auto extents = camera.extentsAtDist(dist); - bandViewExtents.emplace_back(extents * [&lightView](const auto & e) -> Position3D { - return lightView * glm::vec4(Position3D {e}, 1); - }); + bandViewExtents.emplace_back( + extents * [&lightViewDir, cameraPos = camera.getPosition()](const auto & e) -> Position3D { + return lightViewDir * RelativePosition4D(e.xyz() - cameraPos, 1); + }); if (std::none_of(extents.begin(), extents.end(), [targetDist = dist - 1](const auto & e) { return e.w > targetDist; })) { @@ -131,14 +132,13 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glCullFace(GL_FRONT); const auto lightViewDir = glm::lookAt(origin, dir, up); - const auto lightView = lightViewDir * glm::translate(RelativePosition3D {-camera.getPosition()}); const auto lightViewPoint = camera.getPosition(); - const auto bandViewExtents = getBandViewExtents(camera, lightView); + const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), DefinitionsInserter {out}, - [&scene, this, &lightView, bands = bandViewExtents.size() - 2, &out, &lightViewPoint, &lightViewDir]( + [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewPoint, &lightViewDir]( const auto & near, const auto & far) { const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) { const auto mm = std::minmax_element(extents.begin(), extents.end(), comp); @@ -158,7 +158,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w); scene.shadows(*this); - return std::make_pair(lightProjection * lightView, shadowMapRegions[bands][out.maps]); + return std::make_pair(lightViewDirProjection, shadowMapRegions[bands][out.maps]); }); glCullFace(GL_BACK); |