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-rw-r--r--gfx/aabb.h41
-rw-r--r--gfx/camera.cpp2
-rw-r--r--gfx/camera.h7
-rw-r--r--gfx/frustum.cpp43
-rw-r--r--gfx/frustum.h16
-rw-r--r--gfx/gl/sceneProvider.cpp2
-rw-r--r--gfx/gl/sceneProvider.h5
-rw-r--r--gfx/gl/sceneRenderer.cpp2
-rw-r--r--gfx/gl/shadowMapper.cpp40
-rw-r--r--gfx/renderable.cpp2
-rw-r--r--gfx/renderable.h5
11 files changed, 126 insertions, 39 deletions
diff --git a/gfx/aabb.h b/gfx/aabb.h
new file mode 100644
index 0000000..ce15a0f
--- /dev/null
+++ b/gfx/aabb.h
@@ -0,0 +1,41 @@
+#pragma once
+
+#include "maths.h"
+#include <algorithm>
+#include <tuple>
+
+template<Arithmetic T, glm::qualifier Q = glm::defaultp> class AxisAlignedBoundingBox {
+public:
+ using V = glm::vec<3, T, Q>;
+ AxisAlignedBoundingBox() = default;
+
+ AxisAlignedBoundingBox(const V & min, const V & max) : min {min}, max {max} { }
+
+ AxisAlignedBoundingBox &
+ operator+=(const V & point)
+ {
+ min = glm::min(min, point);
+ max = glm::max(max, point);
+ return *this;
+ }
+
+ AxisAlignedBoundingBox
+ operator-(const V & viewPoint) const
+ {
+ return {min - viewPoint, max - viewPoint};
+ }
+
+ [[nodiscard]] static AxisAlignedBoundingBox
+ fromPoints(auto && points)
+ {
+ using Limits = std::numeric_limits<T>;
+ static constexpr const auto INITIAL = std::make_pair(V {Limits::max()}, V {Limits::min()});
+ return std::make_from_tuple<AxisAlignedBoundingBox<T, Q>>(
+ std::ranges::fold_left(points, INITIAL, [](const auto & prev, const auto & point) {
+ auto & [min, max] = prev;
+ return std::make_pair(glm::min(min, point), glm::max(max, point));
+ }));
+ }
+
+ V min {}, max {};
+};
diff --git a/gfx/camera.cpp b/gfx/camera.cpp
index cc6a2dd..f01054a 100644
--- a/gfx/camera.cpp
+++ b/gfx/camera.cpp
@@ -12,7 +12,7 @@ Camera::Camera(GlobalPosition3D pos, Angle fov, Angle aspect, GlobalDistance nea
Camera::Camera(GlobalPosition3D pos, GlobalDistance near, GlobalDistance far, const glm::mat4 & view,
const glm::mat4 & projection) :
- Frustum {view, projection}, position {pos}, forward {::north}, up {::up}, near {near}, far {far}
+ Frustum {pos, view, projection}, forward {::north}, up {::up}, near {near}, far {far}
{
}
diff --git a/gfx/camera.h b/gfx/camera.h
index a52ec8b..d1bfc82 100644
--- a/gfx/camera.h
+++ b/gfx/camera.h
@@ -59,12 +59,6 @@ public:
return forward;
}
- [[nodiscard]] auto
- getPosition() const
- {
- return position;
- }
-
[[nodiscard]] std::array<GlobalPosition4D, 4> extentsAtDist(GlobalDistance) const;
[[nodiscard]] static Direction3D upFromForward(const Direction3D & forward);
@@ -74,7 +68,6 @@ private:
const glm::mat4 & projection);
void updateView();
- GlobalPosition3D position;
Direction3D forward;
Direction3D up;
GlobalDistance near, far;
diff --git a/gfx/frustum.cpp b/gfx/frustum.cpp
index 9e046f6..faa676d 100644
--- a/gfx/frustum.cpp
+++ b/gfx/frustum.cpp
@@ -3,10 +3,10 @@
#include <collections.h>
#include <glm/ext/matrix_transform.hpp>
-static constexpr auto PLANES = std::array {0, 1, 2} * std::array {1.F, -1.F};
+static constexpr auto PLANES = std::array {0, 1, 2} * std::array {-1.F, 1.F};
-Frustum::Frustum(const glm::mat4 & view, const glm::mat4 & projection) :
- view {view}, projection {projection}, viewProjection {}, inverseViewProjection {}, planes {}
+Frustum::Frustum(const GlobalPosition3D & pos, const glm::mat4 & view, const glm::mat4 & projection) :
+ position {pos}, view {view}, projection {projection}, viewProjection {}, inverseViewProjection {}, planes {}
{
updateCache();
}
@@ -18,6 +18,43 @@ Frustum::updateView(const glm::mat4 & newView)
updateCache();
}
+bool
+Frustum::contains(const BoundingBox & aabb) const
+{
+ return boundByPlanes(aabb, FACES);
+}
+
+bool
+Frustum::shadedBy(const BoundingBox & aabb) const
+{
+ return boundByPlanes(aabb, FACES - 1);
+}
+
+bool
+Frustum::boundByPlanes(const BoundingBox & aabb, size_t nplanes) const
+{
+ static constexpr auto EXTENT_CORNER_IDXS = [] {
+ using Extent = GlobalPosition3D BoundingBox::*;
+ constexpr auto EXTENTS = std::array {&BoundingBox::min, &BoundingBox::max};
+ std::array<glm::vec<3, Extent>, 2ZU * 2ZU * 2ZU> out {};
+ std::ranges::copy(std::views::cartesian_product(EXTENTS, EXTENTS, EXTENTS)
+ | std::views::transform(
+ std::make_from_tuple<glm::vec<3, Extent>, std::tuple<Extent, Extent, Extent>>),
+ out.begin());
+ return out;
+ }();
+
+ const std::array<RelativePosition4D, 8> corners
+ = EXTENT_CORNER_IDXS * [relativeAabb = aabb - position](auto idxs) -> glm::vec4 {
+ return {(relativeAabb.*(idxs.x)).x, (relativeAabb.*(idxs.y)).y, (relativeAabb.*(idxs.z)).z, 1.F};
+ };
+ return std::ranges::none_of(std::span(planes).subspan(0, nplanes), [&corners](const auto & frustumPlane) {
+ return (std::ranges::all_of(corners, [&frustumPlane](const auto & corner) {
+ return glm::dot(frustumPlane, corner) < 0.F;
+ }));
+ });
+}
+
void
Frustum::updateCache()
{
diff --git a/gfx/frustum.h b/gfx/frustum.h
index 25dcc18..a2d90e9 100644
--- a/gfx/frustum.h
+++ b/gfx/frustum.h
@@ -1,11 +1,13 @@
#pragma once
+#include "aabb.h"
+#include "config/types.h"
#include <array>
#include <glm/mat4x4.hpp>
class Frustum {
public:
- Frustum(const glm::mat4 & view, const glm::mat4 & projection);
+ Frustum(const GlobalPosition3D & pos, const glm::mat4 & view, const glm::mat4 & projection);
[[nodiscard]] auto &
getFrustumPlanes() const
@@ -19,12 +21,24 @@ public:
return viewProjection;
}
+ [[nodiscard]] auto
+ getPosition() const
+ {
+ return position;
+ }
+
void updateView(const glm::mat4 & view);
+ using BoundingBox = AxisAlignedBoundingBox<GlobalDistance>;
+ [[nodiscard]] bool contains(const BoundingBox &) const;
+ [[nodiscard]] bool shadedBy(const BoundingBox &) const;
+
protected:
static constexpr size_t FACES = 6;
void updateCache();
+ [[nodiscard]] bool boundByPlanes(const BoundingBox &, size_t nplanes) const;
+ GlobalPosition3D position;
glm::mat4 view, projection;
glm::mat4 viewProjection, inverseViewProjection;
std::array<glm::vec4, FACES> planes;
diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp
index 4e271db..e01532e 100644
--- a/gfx/gl/sceneProvider.cpp
+++ b/gfx/gl/sceneProvider.cpp
@@ -9,6 +9,6 @@ SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer)
}
void
-SceneProvider::shadows(const ShadowMapper &) const
+SceneProvider::shadows(const ShadowMapper &, const Frustum &) const
{
}
diff --git a/gfx/gl/sceneProvider.h b/gfx/gl/sceneProvider.h
index f5e8e99..f6b7009 100644
--- a/gfx/gl/sceneProvider.h
+++ b/gfx/gl/sceneProvider.h
@@ -5,6 +5,7 @@
class SceneRenderer;
class ShadowMapper;
class SceneShader;
+class Frustum;
class SceneProvider {
public:
@@ -12,8 +13,8 @@ public:
virtual ~SceneProvider() = default;
DEFAULT_MOVE_COPY(SceneProvider);
- virtual void content(const SceneShader &) const = 0;
+ virtual void content(const SceneShader &, const Frustum &) const = 0;
virtual void environment(const SceneShader &, const SceneRenderer &) const;
virtual void lights(const SceneShader &) const = 0;
- virtual void shadows(const ShadowMapper &) const;
+ virtual void shadows(const ShadowMapper &, const Frustum &) const;
};
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index b2a7d78..188c4fd 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -71,7 +71,7 @@ SceneRenderer::render(const SceneProvider & scene) const
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- scene.content(shader);
+ scene.content(shader, camera);
// Environment pass -
// * ambient - clears illumination texture - see setAmbientLight
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 908dbdb..6525f76 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -1,6 +1,7 @@
#include "shadowMapper.h"
#include "collections.h"
#include "game/gamestate.h"
+#include "gfx/aabb.h"
#include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h"
#include "gfx/gl/shaders/fs-shadowDynamicPointStencil.h"
#include "gfx/gl/shaders/gs-commonShadowPoint.h"
@@ -19,7 +20,6 @@
#include "maths.h"
#include "sceneProvider.h"
#include "sceneShader.h"
-#include "sorting.h"
#include <gfx/camera.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
@@ -56,7 +56,7 @@ constexpr auto shadowBands
= []<GlobalDistance... ints>(const float scaleFactor, std::integer_sequence<GlobalDistance, ints...>) {
const auto base = 10'000'000 / pow(scaleFactor, sizeof...(ints) - 1);
return std::array {1, static_cast<GlobalDistance>((base * pow(scaleFactor, ints)))...};
- }(6.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>());
+ }(4.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>());
static_assert(shadowBands.front() == 1);
static_assert(shadowBands.back() == 10'000'000);
@@ -102,30 +102,30 @@ ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, co
const auto bandViewExtents = getBandViewExtents(camera, lightViewDir);
Definitions out;
Sizes sizes;
- std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()),
- std::back_inserter(out),
- [bands = bandViewExtents.size() - 2, &lightViewDir, &sizes](const auto & near, const auto & far) mutable {
- const auto extents_minmax
- = [extents = std::span {near.begin(), far.end()}](auto && comp, RelativeDistance extra) {
- const auto mm = std::minmax_element(extents.begin(), extents.end(), comp);
- return std::make_pair(comp.get(*mm.first) - extra, comp.get(*mm.second) + extra);
- };
- const std::array extents = {extents_minmax(CompareBy {0}, 0), extents_minmax(CompareBy {1}, 0),
- extents_minmax(CompareBy {2}, 10'000)};
-
- 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[0], extents[1], extents[2]);
-
- sizes.emplace_back(extents[0].second - extents[0].first, extents[1].second - extents[1].first,
- extents[2].second - extents[2].first);
+ using ExtentsBoundingBox = AxisAlignedBoundingBox<RelativeDistance>;
+ std::ranges::transform(bandViewExtents | std::views::pairwise, std::back_inserter(out),
+ [&lightViewDir, &sizes](const auto & band) mutable {
+ const auto & [near, far] = band;
+ auto extents = ExtentsBoundingBox::fromPoints(std::span {near.begin(), far.end()});
+ extents.min.z -= 10'000.F;
+ extents.max.z += 10'000.F;
+ const auto lightProjection = glm::ortho(
+ extents.min.x, extents.max.x, extents.min.y, extents.max.y, -extents.max.z, -extents.min.z);
+ sizes.emplace_back(extents.max - extents.min);
return lightProjection * lightViewDir;
});
for (const auto p : std::initializer_list<const ShadowProgram *> {
&landmess, &dynamicPoint, &dynamicPointInst, &dynamicPointInstWithTextures, &stencilShadowProgram}) {
p->setView(out, sizes, lightViewPoint);
}
- scene.shadows(*this);
+ ExtentsBoundingBox extents {lightViewPoint, lightViewPoint};
+ for (const auto & point : bandViewExtents.back()) {
+ extents += point;
+ }
+ const auto lightProjection
+ = glm::ortho(extents.min.x, extents.max.x, extents.min.y, extents.max.y, -extents.max.z, -extents.min.z);
+ Frustum frustum {lightViewPoint, lightViewDir, lightProjection};
+ scene.shadows(*this, frustum);
glCullFace(GL_BACK);
diff --git a/gfx/renderable.cpp b/gfx/renderable.cpp
index 3594968..27f2459 100644
--- a/gfx/renderable.cpp
+++ b/gfx/renderable.cpp
@@ -6,7 +6,7 @@ Renderable::lights(const SceneShader &) const
}
void
-Renderable::shadows(const ShadowMapper &) const
+Renderable::shadows(const ShadowMapper &, const Frustum &) const
{
}
diff --git a/gfx/renderable.h b/gfx/renderable.h
index 83522e3..140c570 100644
--- a/gfx/renderable.h
+++ b/gfx/renderable.h
@@ -3,6 +3,7 @@
#include <special_members.h>
class SceneShader;
+class Frustum;
class ShadowMapper;
class ShadowStenciller;
@@ -12,9 +13,9 @@ public:
virtual ~Renderable() = default;
DEFAULT_MOVE_COPY(Renderable);
- virtual void render(const SceneShader & shader) const = 0;
+ virtual void render(const SceneShader & shader, const Frustum &) const = 0;
virtual void lights(const SceneShader & shader) const;
- virtual void shadows(const ShadowMapper & shadowMapper) const;
+ virtual void shadows(const ShadowMapper & shadowMapper, const Frustum &) const;
virtual void updateStencil(const ShadowStenciller & lightDir) const;
};