summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
commit839bf2ab51c4ec55f06b4224716c564451758072 (patch)
tree63800794b1bcff504947cde45472d0c893f0aeda
parentmin/mag filter for shadow mapper depth map texture (diff)
downloadilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.bz2
ilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.xz
ilt-839bf2ab51c4ec55f06b4224716c564451758072.zip
Only generate the first N shadow maps which are useful
Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
-rw-r--r--gfx/gl/camera.cpp8
-rw-r--r--gfx/gl/camera.h2
-rw-r--r--gfx/gl/sceneRenderer.cpp12
-rw-r--r--gfx/gl/sceneRenderer.h2
-rw-r--r--gfx/gl/shadowMapper.cpp84
-rw-r--r--gfx/gl/shadowMapper.h10
-rw-r--r--test/test-render.cpp10
7 files changed, 80 insertions, 48 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
index b52eca7..2ea326d 100644
--- a/gfx/gl/camera.cpp
+++ b/gfx/gl/camera.cpp
@@ -34,19 +34,19 @@ Camera::upFromForward(const glm::vec3 & forward)
return glm::cross(forward, right);
}
-std::array<glm::vec3, 4>
+std::array<glm::vec4, 4>
Camera::extentsAtDist(const float dist) const
{
- const auto clampToSeaFloor = [this](const glm::vec3 & target) {
+ const auto clampToSeaFloor = [this, dist](const glm::vec3 & target) {
if (target.z < -1.5f) {
const auto vec = glm::normalize(target - position);
constexpr glm::vec3 seafloor {0, 0, -1.5};
float outdist;
if (glm::intersectRayPlane(position, vec, seafloor, ::up, outdist)) {
- return vec * outdist + position;
+ return (vec * outdist + position) ^ outdist;
}
}
- return target;
+ return target ^ dist;
};
const auto depth = -(2.f * (dist - near) * far) / (dist * (near - far)) - 1.f;
static constexpr const std::array extents {-1.F, 1.F};
diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h
index 5b2b4f4..94fd48b 100644
--- a/gfx/gl/camera.h
+++ b/gfx/gl/camera.h
@@ -61,7 +61,7 @@ public:
return position;
}
- std::array<glm::vec3, 4> extentsAtDist(float) const;
+ std::array<glm::vec4, 4> extentsAtDist(float) const;
static glm::vec3 upFromForward(const glm::vec3 & forward);
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index ee2b1ee..e7ce049 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -112,7 +112,7 @@ SceneRenderer::setDirectionalLight(
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glViewport(0, 0, size.x, size.y);
dirLight.use();
- dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions);
+ dirLight.setDirectionalLight(colour, direction, lvp.projections, lvp.regions, lvp.maps);
renderQuad();
}
}
@@ -135,13 +135,13 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
void
SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d,
- const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> shadowMapRegions) const
+ const std::span<const glm::mat4x4> lvp, const std::span<const glm::vec4> 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));
- glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(lvp.size()));
- glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(lvp.size()), GL_FALSE, glm::value_ptr(lvp.front()));
- glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(shadowMapRegions.size()),
- glm::value_ptr(shadowMapRegions.front()));
+ 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 5f6a36e..d4af665 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -38,7 +38,7 @@ private:
using Program::use;
void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>,
- const std::span<const glm::vec4>) const;
+ const std::span<const glm::vec4>, std::size_t maps) const;
private:
RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc,
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 325f7a0..2b3d774 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -11,6 +11,8 @@
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/matrix.hpp>
+#include <tuple>
+#include <vector>
ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
{
@@ -55,7 +57,21 @@ constexpr std::array<float, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
static_assert(viewports.size() == shadowMapRegions.size());
static_assert(shadowBands.size() == shadowMapRegions.size() + 1);
-ShadowMapper::Definitions<ShadowMapper::SHADOW_BANDS>
+struct DefinitionsInserter {
+ auto
+ operator++()
+ {
+ return out.maps++;
+ };
+ auto
+ operator*()
+ {
+ return std::tie(out.projections[out.maps], out.regions[out.maps]);
+ }
+ ShadowMapper::Definitions & out;
+};
+
+ShadowMapper::Definitions
ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const
{
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
@@ -63,35 +79,49 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
- auto bandViewExtents = shadowBands * [&camera](auto distance) {
- return camera.extentsAtDist(distance);
- };
- const std::span<glm::vec3> viewExtents {bandViewExtents.front().begin(), bandViewExtents.back().end()};
+ std::vector<std::array<glm::vec3, 4>> bandViewExtents;
+ for (const auto dist : shadowBands) {
+ const auto extents = camera.extentsAtDist(dist);
+ bandViewExtents.emplace_back(extents * [](const auto & e) -> glm::vec3 {
+ return e;
+ });
+ if (std::none_of(extents.begin(), extents.end(), [targetDist = dist * 0.99F](const glm::vec4 & e) {
+ return e.w > targetDist;
+ })) {
+ break;
+ }
+ }
const auto lightView = glm::lookAt(camera.getPosition(), camera.getPosition() + dir, up);
- for (auto & e : viewExtents) {
- e = lightView * glm::vec4(e, 1);
+ for (auto & band : bandViewExtents) {
+ for (auto & e : band) {
+ e = lightView * glm::vec4(e, 1);
+ }
}
- Definitions<SHADOW_BANDS> out;
- for (std::size_t band = 0; band < SHADOW_BANDS; ++band) {
- const auto extents_minmax = [extents = viewExtents.subspan(band * 4, 8)](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));
- };
-
- const auto lightProjection = [](const auto & x, const auto & y, const auto & z) {
- 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}));
-
- out.projections[band] = lightProjection * lightView;
- fixedPoint.setViewProjection(out.projections[band]);
- dynamicPoint.setViewProjection(out.projections[band]);
- out.regions[band] = shadowMapRegions[band];
-
- const auto & viewport = viewports[band];
- glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
- scene.shadows(*this);
- };
+
+ Definitions out;
+ std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()),
+ DefinitionsInserter {out},
+ [&scene, this, &lightView, band = 0U](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));
+ };
+
+ const auto lightProjection = [](const auto & x, const auto & y, const auto & z) {
+ 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 lightViewProjection = lightProjection * lightView;
+ fixedPoint.setViewProjection(lightViewProjection);
+ dynamicPoint.setViewProjection(lightViewProjection);
+
+ const auto & viewport = viewports[band];
+ glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
+ scene.shadows(*this);
+
+ return std::make_pair(lightViewProjection, shadowMapRegions[band++]);
+ });
glCullFace(GL_BACK);
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index 0ce6898..bdbd39f 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -7,16 +7,18 @@
class SceneProvider;
class Camera;
+#include <gfx/models/texture.h>
class ShadowMapper {
public:
explicit ShadowMapper(const glm::ivec2 & size);
static constexpr std::size_t SHADOW_BANDS {4};
- template<std::size_t S> struct Definitions {
- std::array<glm::mat4x4, S> projections;
- std::array<glm::vec4, S> regions;
+ struct Definitions {
+ std::array<glm::mat4x4, SHADOW_BANDS> projections;
+ std::array<glm::vec4, SHADOW_BANDS> regions;
+ size_t maps {};
};
- Definitions<SHADOW_BANDS> update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
+ Definitions update(const SceneProvider &, const glm::vec3 & direction, const Camera &) const;
class FixedPoint : public Program {
public:
diff --git a/test/test-render.cpp b/test/test-render.cpp
index 1cad732..09aa9fb 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -53,15 +53,15 @@ BOOST_DATA_TEST_CASE(cam,
* boost::unit_test::data::xrange(50.F, 500.F, 70.F),
dist, near, far)
{
- static constexpr glm::vec3 pos {-10, -10, 60};
+ static constexpr glm::vec4 pos {-10, -10, 60, 0};
Camera cam {pos, half_pi, 1.f, near, far};
const auto e = cam.extentsAtDist(dist);
- BOOST_CHECK_CLOSE_VEC(e[0], pos + glm::vec3(-dist, dist, -dist));
- BOOST_CHECK_CLOSE_VEC(e[1], pos + glm::vec3(-dist, dist, dist));
- BOOST_CHECK_CLOSE_VEC(e[2], pos + glm::vec3(dist, dist, -dist));
- BOOST_CHECK_CLOSE_VEC(e[3], pos + glm::vec3(dist, dist, dist));
+ BOOST_CHECK_CLOSE_VEC(e[0], pos + glm::vec4(-dist, dist, -dist, dist));
+ BOOST_CHECK_CLOSE_VEC(e[1], pos + glm::vec4(-dist, dist, dist, dist));
+ BOOST_CHECK_CLOSE_VEC(e[2], pos + glm::vec4(dist, dist, -dist, dist));
+ BOOST_CHECK_CLOSE_VEC(e[3], pos + glm::vec4(dist, dist, dist, dist));
}
BOOST_FIXTURE_TEST_SUITE(w, TestRenderOutput);