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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
commit892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch)
tree19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/shadowMapper.cpp
parentSet light view point uniform once (diff)
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Geometry shader for single pass shadow maps
2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
Diffstat (limited to 'gfx/gl/shadowMapper.cpp')
-rw-r--r--gfx/gl/shadowMapper.cpp80
1 files changed, 47 insertions, 33 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 040010f..7770c9d 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"
@@ -17,19 +18,21 @@
#include <vector>
ShadowMapper::ShadowMapper(const TextureAbsCoord & s) :
- fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s}
+ fixedPoint {shadowFixedPoint_vs, commonShadowPoint_gs},
+ dynamicPointInst {shadowDynamicPointInst_vs, commonShadowPoint_gs}, 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) {
@@ -130,19 +133,16 @@ 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);
- fixedPoint.setViewPoint(lightViewPoint);
- dynamicPoint.setViewPoint(lightViewPoint);
- dynamicPointInst.setViewPoint(lightViewPoint);
-
Definitions out;
std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()),
DefinitionsInserter {out},
- [&scene, this, bands = bandViewExtents.size() - 2, &out, &lightViewDir](
- const auto & near, const auto & far) {
+ [this, bands = bandViewExtents.size() - 2, &out, &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));
@@ -153,39 +153,46 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const
}(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2}));
const auto lightViewDirProjection = lightProjection * lightViewDir;
- fixedPoint.setViewProjection(lightViewDirProjection);
- dynamicPoint.setViewProjection(lightViewDirProjection);
- dynamicPointInst.setViewProjection(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);
+ fixedPoint.setViewProjection(lightViewDirProjection, out.maps);
+ dynamicPoint.setViewProjection(lightViewDirProjection, out.maps);
+ dynamicPointInst.setViewProjection(lightViewDirProjection, out.maps);
- return std::make_pair(lightViewDirProjection, shadowMapRegions[bands][out.maps]);
+ return std::make_pair(lightViewDirProjection, shadowMapRegions[0][0]);
});
+ fixedPoint.setViewPoint(lightViewPoint, out.maps);
+ dynamicPoint.setViewPoint(lightViewPoint, out.maps);
+ dynamicPointInst.setViewPoint(lightViewPoint, out.maps);
+ scene.shadows(*this);
glCullFace(GL_BACK);
return out;
}
-ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) :
- Program {vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"}
+ShadowMapper::FixedPoint::FixedPoint(const Shader & vs, const Shader & gs) :
+ Program {vs, gs}, viewProjectionLoc {{
+ {*this, "viewProjection[0]"},
+ {*this, "viewProjection[1]"},
+ {*this, "viewProjection[2]"},
+ {*this, "viewProjection[3]"},
+ }},
+ viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"}
{
}
void
-ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint) const
+ShadowMapper::FixedPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const
{
use();
glUniform(viewPointLoc, viewPoint);
+ glUniform(viewProjectionsLoc, static_cast<GLint>(n));
}
void
-ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const
+ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const
{
use();
- glUniform(viewProjectionLoc, viewProjection);
+ glUniform(viewProjectionLoc[n], viewProjection);
}
void
@@ -195,23 +202,30 @@ ShadowMapper::FixedPoint::use() const
}
ShadowMapper::DynamicPoint::DynamicPoint() :
- Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, viewPointLoc {*this, "viewPoint"},
- modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"}
+ Program {shadowDynamicPoint_vs, commonShadowPoint_gs}, viewProjectionLoc {{
+ {*this, "viewProjection[0]"},
+ {*this, "viewProjection[1]"},
+ {*this, "viewProjection[2]"},
+ {*this, "viewProjection[3]"},
+ }},
+ viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"}, modelLoc {*this, "model"},
+ modelPosLoc {*this, "modelPos"}
{
}
void
-ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint) const
+ShadowMapper::DynamicPoint::setViewPoint(const GlobalPosition3D viewPoint, size_t n) const
{
glUseProgram(*this);
glUniform(viewPointLoc, viewPoint);
+ glUniform(viewProjectionsLoc, static_cast<GLint>(n));
}
void
-ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const
+ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection, size_t n) const
{
glUseProgram(*this);
- glUniform(viewProjectionLoc, viewProjection);
+ glUniform(viewProjectionLoc[n], viewProjection);
}
void