From 892513f81ed68e05d4dedb99f51de5bc46cab6b2 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 28 Jan 2024 02:25:11 +0000 Subject: 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. --- gfx/gl/sceneRenderer.cpp | 2 +- gfx/gl/shaders/commonShadowPoint.glsl | 5 +- gfx/gl/shaders/commonShadowPoint.gs | 22 +++++++++ gfx/gl/shaders/directionalLight.fs | 7 +-- gfx/gl/shaders/shadowDynamicPoint.vs | 1 - gfx/gl/shaders/shadowDynamicPointInst.vs | 1 - gfx/gl/shaders/shadowFixedPoint.vs | 1 - gfx/gl/shadowMapper.cpp | 80 +++++++++++++++++++------------- gfx/gl/shadowMapper.h | 18 ++++--- 9 files changed, 88 insertions(+), 49 deletions(-) create mode 100644 gfx/gl/shaders/commonShadowPoint.gs diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 4c96902..b60d9af 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -81,7 +81,7 @@ SceneRenderer::render(const SceneProvider & scene) const glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gNormal); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, shadowMapper); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); scene.environment(shader, *this); glDisable(GL_DEPTH_TEST); scene.lights(shader); diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index 47722d6..ba4611a 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,7 +1,8 @@ +out vec4 vworldPos; + void main() { vec3 worldPos = model * position; - gl_Position = viewProjection * vec4(worldPos - viewPoint + modelPos, 1); - gl_Position.z = max(gl_Position.z, -1); + vworldPos = vec4(worldPos - viewPoint + modelPos, 1); } diff --git a/gfx/gl/shaders/commonShadowPoint.gs b/gfx/gl/shaders/commonShadowPoint.gs new file mode 100644 index 0000000..b008f29 --- /dev/null +++ b/gfx/gl/shaders/commonShadowPoint.gs @@ -0,0 +1,22 @@ +#version 330 core +#extension GL_ARB_viewport_array : enable + +uniform mat4 viewProjection[4]; +uniform int viewProjections; +in vec4 vworldPos[]; +layout(triangles) in; +layout(triangle_strip, max_vertices = 12) out; + +void +main() +{ + for (int vp = 0; vp < viewProjections; ++vp) { + for (int v = 0; v < vworldPos.length(); ++v) { + gl_Position = viewProjection[vp] * vworldPos[v]; + gl_Position.z = max(gl_Position.z, -1); + gl_Layer = vp; + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index f36d83f..d0c5062 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -9,7 +9,7 @@ in vec2 TexCoords; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; -layout(binding = 2) uniform sampler2D shadowMap; +layout(binding = 2) uniform sampler2DArray shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; @@ -34,8 +34,9 @@ isShaded(vec4 Position) const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth - = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; + const float lightSpaceDepth = texture( + shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) + .r; return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); } } diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index bf0f0a1..7335b9a 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform mat3 model; uniform ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index b0b80da..d0eb649 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; layout(location = 5) in mat3 model; layout(location = 8) in ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index 307aac2..1376388 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; const mat3 model = mat3(1); const ivec3 modelPos = ivec3(0); 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 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::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(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(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 diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 065db4f..421e6a5 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -26,25 +26,29 @@ public: class FixedPoint : public Program { public: - FixedPoint(const Shader & vs); - void setViewPoint(const GlobalPosition3D) const; - void setViewProjection(const glm::mat4 &) const; + FixedPoint(const Shader & vs, const Shader & gs); + void setViewPoint(const GlobalPosition3D, size_t n) const; + void setViewProjection(const glm::mat4 &, size_t n) const; void use() const; private: - RequiredUniformLocation viewProjectionLoc, viewPointLoc; + std::array viewProjectionLoc; + RequiredUniformLocation viewProjectionsLoc; + RequiredUniformLocation viewPointLoc; }; class DynamicPoint : public Program { public: DynamicPoint(); - void setViewPoint(const GlobalPosition3D) const; - void setViewProjection(const glm::mat4 &) const; + void setViewPoint(const GlobalPosition3D, size_t n) const; + void setViewProjection(const glm::mat4 &, size_t n) const; void use(const Location &) const; void setModel(const Location &) const; private: - RequiredUniformLocation viewProjectionLoc, viewPointLoc; + std::array viewProjectionLoc; + RequiredUniformLocation viewProjectionsLoc; + RequiredUniformLocation viewPointLoc; RequiredUniformLocation modelLoc; RequiredUniformLocation modelPosLoc; }; -- cgit v1.2.3