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-rw-r--r--game/scenary/foliage.cpp146
-rw-r--r--game/scenary/foliage.h34
-rw-r--r--game/scenary/illuminator.cpp73
-rw-r--r--game/scenary/illuminator.h50
-rw-r--r--game/scenary/light.cpp4
-rw-r--r--game/scenary/light.h7
-rw-r--r--game/scenary/plant.cpp3
-rw-r--r--game/scenary/plant.h2
8 files changed, 195 insertions, 124 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 73d285f..f27ac26 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -1,9 +1,34 @@
#include "foliage.h"
+#include "gfx/frustum.h"
+#include "gfx/gl/billboardPainter.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
-#include "gfx/gl/vertexArrayObject.h"
-#include "gfx/models/texture.h"
-#include "location.h"
+#include "gfx/gl/shadowStenciller.h"
+#include "util.h"
+#include <location.h>
+
+static_assert(std::is_constructible_v<Foliage>);
+constexpr float OBJECT_BILLBOARD_DIVISOR = 64;
+constexpr float BILLBOARD_ANGLE_TOLERANCE = 250.F; // Radians per mm size
+constexpr float ASSUMED_VIEWPORT = 1440;
+constexpr float OVER_SAMPLE_MULTIPLIER = 2; // Use mesh until billboard 1/2 of rendered size
+
+namespace {
+ GLsizei
+ billboardTextureSizeForObject(RelativeDistance objectSize)
+ {
+ return static_cast<GLsizei>(std::pow(2, std::ceil(std::log2(objectSize / OBJECT_BILLBOARD_DIVISOR))));
+ }
+}
+
+std::weak_ptr<glVertexArray> Foliage::commonInstanceVAO, Foliage::commonInstancePointVAO;
+
+std::any
+Foliage::createAt(const Location & position) const
+{
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(
+ instances.acquire(locationData->acquire(position)));
+}
bool
Foliage::persist(Persistence::PersistenceStore & store)
@@ -15,30 +40,117 @@ void
Foliage::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
+ glDebugScope _ {0};
+ if (createIfRequired(instanceVAO, commonInstanceVAO)) {
+ bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1);
+ }
+ if (createIfRequired(instancePointVAO, commonInstancePointVAO)) {
+ instancePointVAO->configure().addAttribs<InstanceVertex, &InstanceVertex::location>(0);
+ }
+ const auto & size = bodyMesh->getDimensions().size;
+ billboardSize = billboardTextureSizeForObject(size);
+ ShadowStenciller::configureStencilTexture(shadowStencil, {billboardSize, billboardSize});
+ BillboardPainter::configureBillBoardTextures(billboard, {billboardSize, billboardSize});
+ useMeshClipDist = (ASSUMED_VIEWPORT * OVER_SAMPLE_MULTIPLIER * size) / static_cast<RelativeDistance>(billboardSize);
}
void
-Foliage::render(const SceneShader & shader) const
+Foliage::updateStencil(const ShadowStenciller & shadowStenciller) const
{
- if (const auto count = instances.size()) {
- shader.basicInst.use();
- if (texture) {
- texture->bind();
+ if (instancePartitions.second.second != instancePartitions.second.first
+ && glm::distance(shadowStenciller.getLightDirection(), shadowStencilDir)
+ > BILLBOARD_ANGLE_TOLERANCE / bodyMesh->getDimensions().size) {
+ shadowStenciller.renderStencil(shadowStencil, *bodyMesh, texture);
+ }
+}
+
+void
+Foliage::updateBillboard(const BillboardPainter & bbp) const
+{
+ if (instancePartitions.first != instancePartitions.second.first
+ && std::abs(bbp.getAngle() - billboardAngle) > BILLBOARD_ANGLE_TOLERANCE / bodyMesh->getDimensions().size) {
+ bbp.renderBillBoard(billboard, *bodyMesh, texture);
+ billboardAngle = bbp.getAngle();
+ }
+}
+
+void
+Foliage::preFrame(const Frustum & frustum, const Frustum & lighting)
+{
+ if (instances.size() > 0) {
+ const auto & dims = bodyMesh->getDimensions();
+ instancePartitions = instances.partition(
+ [&frustum, &dims](const auto & instance) {
+ return frustum.contains(instance.location->position.xyz() + dims.centre, dims.size);
+ },
+ [&frustum, this](const auto & instance) {
+ return distance(frustum.getPosition(), instance.location->position.xyz()) < useMeshClipDist;
+ },
+ [&lighting, &dims](const auto & instance) {
+ return lighting.contains(instance.location->position.xyz() + dims.centre, dims.size);
+ });
+ // In view frustum / Outside view frustum /
+ // Close to view / Far from view / Casts shadow into view / No shadow in view /
+ }
+}
+
+void
+Foliage::render(const SceneShader & shader, const Frustum &) const
+{
+ if (instancePartitions.first) {
+ glDebugScope _ {*instanceVAO};
+ std::ignore = instances.size();
+ if (const auto count = instancePartitions.first - instancePartitions.second.first) {
+ glDebugScope _ {0, "Billboard"};
+ const auto dimensions = bodyMesh->getDimensions();
+ shader.billboard.use(dimensions.size, dimensions.centre);
+ billboard[0].bind(0);
+ billboard[1].bind(1);
+ billboard[2].bind(2);
+ glBindVertexArray(*instancePointVAO);
+ instancePointVAO->useBuffer(0, instances);
+ glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
+ glBindVertexArray(0);
+ }
+ if (const auto count = instancePartitions.second.first) {
+ glDebugScope _ {0, "Mesh"};
+ shader.basicInst.use();
+ if (texture) {
+ texture->bind(0);
+ }
+ instanceVAO->useBuffer(1, instances);
+ bodyMesh->drawInstanced(*instanceVAO, static_cast<GLsizei>(count));
}
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
void
-Foliage::shadows(const ShadowMapper & mapper) const
+Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
{
- if (const auto count = instances.size()) {
- mapper.dynamicPointInstWithTextures.use();
- if (texture) {
- texture->bind(GL_TEXTURE3);
+ if (instancePartitions.second.second) {
+ glDebugScope _ {*instanceVAO};
+ std::ignore = instances.size();
+ if (const auto count = instancePartitions.second.second - instancePartitions.second.first) {
+ glDebugScope _ {0, "Billboard"};
+ const auto dimensions = bodyMesh->getDimensions();
+ mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
+ shadowStencil.bind(0);
+ glBindVertexArray(*instancePointVAO);
+ instancePointVAO->useBuffer(0, instances);
+ glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
+ glBindVertexArray(0);
+ }
+ if (const auto count = instancePartitions.second.first) {
+ glDebugScope _ {0, "Mesh"};
+ if (texture) {
+ texture->bind(3);
+ mapper.dynamicPointInstWithTextures.use();
+ }
+ else {
+ mapper.dynamicPointInst.use();
+ }
+ instanceVAO->useBuffer(1, instances);
+ bodyMesh->drawInstanced(*instanceVAO, static_cast<GLsizei>(count));
}
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index 3beda89..f424ffc 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -2,26 +2,46 @@
#include "assetFactory/asset.h"
#include "gfx/gl/instanceVertices.h"
+#include "gfx/models/texture.h"
#include "gfx/renderable.h"
class SceneShader;
class ShadowMapper;
class Location;
-class Texture;
class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
Mesh::Ptr bodyMesh;
- std::shared_ptr<Texture> texture;
- glVertexArray instanceVAO;
+ Texture::Ptr texture;
+ std::shared_ptr<glVertexArray> instanceVAO, instancePointVAO;
+ static std::weak_ptr<glVertexArray> commonInstanceVAO, commonInstancePointVAO;
public:
- using LocationVertex = std::pair<glm::mat3, GlobalPosition3D>;
- mutable InstanceVertices<LocationVertex> instances;
- void render(const SceneShader &) const override;
- void shadows(const ShadowMapper &) const override;
+ [[nodiscard]] std::any createAt(const Location &) const override;
+
+ struct InstanceVertex {
+ CommonLocationInstance location;
+ // float scale;
+ // something colorBias;
+ };
+
+ mutable InstanceVertices<InstanceVertex> instances;
+ void preFrame(const Frustum &, const Frustum &) override;
+ void render(const SceneShader &, const Frustum &) const override;
+ void shadows(const ShadowMapper &, const Frustum &) const override;
+ void updateStencil(const ShadowStenciller &) const override;
+ void updateBillboard(const BillboardPainter &) const override;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Foliage>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
+ GLsizei billboardSize {};
+ RelativeDistance useMeshClipDist {};
+ mutable Direction2D shadowStencilDir {std::numeric_limits<Direction2D::value_type>::infinity()};
+ glTexture<GL_TEXTURE_2D_ARRAY> shadowStencil;
+ mutable Angle billboardAngle = std::numeric_limits<Angle>::infinity();
+ glTextures<GL_TEXTURE_2D_ARRAY, 3> billboard;
+
+private:
+ InstanceVertices<InstanceVertex>::PartitionResult instancePartitions;
};
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
index e3810ec..7f0c7c2 100644
--- a/game/scenary/illuminator.cpp
+++ b/game/scenary/illuminator.cpp
@@ -1,19 +1,18 @@
#include "illuminator.h"
#include "gfx/gl/sceneShader.h"
-#include "gfx/gl/vertexArrayObject.h"
#include "gfx/models/texture.h" // IWYU pragma: keep
+#include "util.h"
+#include <location.h>
-bool
-Illuminator::SpotLight::persist(Persistence::PersistenceStore & store)
-{
- return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq)
- && STORE_MEMBER(arc);
-}
+static_assert(std::is_constructible_v<Illuminator>);
-bool
-Illuminator::PointLight::persist(Persistence::PersistenceStore & store)
+std::weak_ptr<glVertexArray> Illuminator::commonInstanceVAO;
+
+std::any
+Illuminator::createAt(const Location & position) const
{
- return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq);
+ return std::make_shared<InstanceVertices<InstanceVertex>::InstanceProxy>(
+ instances.acquire(locationData->acquire(position)));
}
bool
@@ -31,60 +30,22 @@ Illuminator::postLoad()
throw std::logic_error {"Illuminator has no lights"};
}
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
- if (!spotLight.empty()) {
- instancesSpotLightVAO.emplace();
- VertexArrayObject {*instancesSpotLightVAO}
- .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction,
- &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>(
- instancesSpotLight.bufferName(), 0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
- std::transform(
- spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) {
- return instancesSpotLight.acquire(*s);
- });
- }
- if (!pointLight.empty()) {
- instancesPointLightVAO.emplace();
- VertexArrayObject {*instancesPointLightVAO}
- .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour,
- &PointLightVertex::kq>(instancesPointLight.bufferName(), 0)
- .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1);
- std::transform(
- pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) {
- return instancesPointLight.acquire(*s);
- });
+ glDebugScope _ {0};
+ if (createIfRequired(instanceVAO, commonInstanceVAO)) {
+ bodyMesh->configureVAO(*instanceVAO, 0).addAttribs<InstanceVertex, &InstanceVertex::location>(1);
}
}
void
-Illuminator::render(const SceneShader & shader) const
+Illuminator::render(const SceneShader & shader, const Frustum &) const
{
if (const auto count = instances.size()) {
+ glDebugScope _ {*instanceVAO};
shader.basicInst.use();
if (texture) {
- texture->bind();
+ texture->bind(0);
}
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
- }
-}
-
-void
-Illuminator::lights(const SceneShader & shader) const
-{
- if (const auto count = instances.size()) {
- if (const auto scount = instancesSpotLight.size()) {
- shader.spotLightInst.use();
- glBindVertexArray(*instancesSpotLightVAO);
- glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count));
- }
- if (const auto pcount = instancesPointLight.size()) {
- shader.pointLightInst.use();
- glBindVertexArray(*instancesPointLightVAO);
- glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count));
- }
-
- glBindVertexArray(0);
+ instanceVAO->useBuffer(1, instances);
+ bodyMesh->drawInstanced(*instanceVAO, static_cast<GLsizei>(count));
}
}
diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h
index cd6073c..2373812 100644
--- a/game/scenary/illuminator.h
+++ b/game/scenary/illuminator.h
@@ -1,60 +1,32 @@
#pragma once
#include "assetFactory/asset.h"
+#include "game/mixins/lights.h"
#include "gfx/gl/instanceVertices.h"
+#include "gfx/models/texture.h"
#include "gfx/renderable.h"
class SceneShader;
class Location;
-class Texture;
-class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> {
+class Illuminator : public Asset, public Renderable, public AssetLights, public StdTypeDefs<Illuminator> {
Mesh::Ptr bodyMesh;
- std::shared_ptr<Texture> texture;
- glVertexArray instanceVAO;
- std::optional<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO;
+ Texture::Ptr texture;
+ std::shared_ptr<glVertexArray> instanceVAO;
+ static std::weak_ptr<glVertexArray> commonInstanceVAO;
public:
- struct LightCommonVertex {
- RelativePosition3D position;
- RGB colour;
- RelativeDistance kq;
- };
-
- struct SpotLightVertex : LightCommonVertex {
- Direction3D direction;
- Angle arc;
- };
-
- struct PointLightVertex : LightCommonVertex { };
+ [[nodiscard]] std::any createAt(const Location &) const override;
- struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> {
- private:
- friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>;
- bool persist(Persistence::PersistenceStore & store) override;
+ struct InstanceVertex {
+ CommonLocationInstance location;
};
- struct PointLight : Persistence::Persistable, PointLightVertex, StdTypeDefs<PointLight> {
- private:
- friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>;
- bool persist(Persistence::PersistenceStore & store) override;
- };
-
-public:
- using LocationVertex = std::pair<glm::mat3, GlobalPosition3D>;
- mutable InstanceVertices<LocationVertex> instances;
- mutable InstanceVertices<SpotLightVertex> instancesSpotLight;
- mutable InstanceVertices<PointLightVertex> instancesPointLight;
- void render(const SceneShader &) const override;
- void lights(const SceneShader &) const override;
+ mutable InstanceVertices<InstanceVertex> instances;
+ void render(const SceneShader &, const Frustum &) const override;
protected:
friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>;
bool persist(Persistence::PersistenceStore & store) override;
void postLoad() override;
-
- std::vector<SpotLight::Ptr> spotLight;
- std::vector<PointLight::Ptr> pointLight;
- std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances;
- std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances;
};
diff --git a/game/scenary/light.cpp b/game/scenary/light.cpp
index 6207497..455d5b5 100644
--- a/game/scenary/light.cpp
+++ b/game/scenary/light.cpp
@@ -2,6 +2,8 @@
#include "location.h"
Light::Light(std::shared_ptr<const Illuminator> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
+ type {std::move(type)},
+ instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))}
{
+ lightsEnable(this->type, instance->location.index);
}
diff --git a/game/scenary/light.h b/game/scenary/light.h
index 0b19535..0b9320c 100644
--- a/game/scenary/light.h
+++ b/game/scenary/light.h
@@ -5,15 +5,18 @@
class Location;
-class Light : public WorldObject {
+class Light : public WorldObject, public InstanceLights {
std::shared_ptr<const Illuminator> type;
- InstanceVertices<Illuminator::LocationVertex>::InstanceProxy location;
+ InstanceVertices<Illuminator::InstanceVertex>::InstanceProxy instance;
void
tick(TickDuration) override
{
}
+ std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances;
+ std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances;
+
public:
Light(std::shared_ptr<const Illuminator> type, const Location & position);
};
diff --git a/game/scenary/plant.cpp b/game/scenary/plant.cpp
index b39c28b..b0e7d16 100644
--- a/game/scenary/plant.cpp
+++ b/game/scenary/plant.cpp
@@ -2,6 +2,7 @@
#include "location.h"
Plant::Plant(std::shared_ptr<const Foliage> type, const Location & position) :
- type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)}
+ type {std::move(type)},
+ instance {this->type->instances.acquire(Renderable::commonLocationData.lock()->acquire(position))}
{
}
diff --git a/game/scenary/plant.h b/game/scenary/plant.h
index 77c9ff7..cc690c5 100644
--- a/game/scenary/plant.h
+++ b/game/scenary/plant.h
@@ -7,7 +7,7 @@ class Location;
class Plant : public WorldObject {
std::shared_ptr<const Foliage> type;
- InstanceVertices<Foliage::LocationVertex>::InstanceProxy location;
+ InstanceVertices<Foliage::InstanceVertex>::InstanceProxy instance;
void
tick(TickDuration) override