From 08c9a8ea438f25ae8012d80d2c2c74c799f5543c Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 19 Aug 2024 23:07:12 +0100 Subject: Shuffle some GL state setting Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what. --- gfx/gl/sceneRenderer.cpp | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) (limited to 'gfx/gl/sceneRenderer.cpp') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index e0938f2..7aace49 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -62,7 +62,7 @@ SceneRenderer::render(const SceneProvider & scene) const shader.setViewProjection(camera.getPosition(), camera.getViewProjection()); glViewport(0, 0, size.x, size.y); - // Geometry pass + // Geometry/colour pass - writes albedo, normal and position textures glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); @@ -73,7 +73,13 @@ SceneRenderer::render(const SceneProvider & scene) const glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); scene.content(shader); - // Illumination pass + // Environment pass - + // * ambient - clears illumination texture - see setAmbientLight + // * directional - updates shadowMapper, reads normal and position, writes illumination - see setDirectionalLight + scene.environment(shader, *this); + + // Scene lights pass - + // * per light - reads normal and position, writes illumination glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glBlendFunc(GL_ONE, GL_ONE); glActiveTexture(GL_TEXTURE0); @@ -82,11 +88,10 @@ SceneRenderer::render(const SceneProvider & scene) const glBindTexture(GL_TEXTURE_2D, gNormal); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); - scene.environment(shader, *this); glDisable(GL_DEPTH_TEST); scene.lights(shader); - // Lighting pass + // Composition pass - reads albedo and illumination, writes output glBindFramebuffer(GL_FRAMEBUFFER, output); glViewport(0, 0, size.x, size.y); glCullFace(GL_BACK); @@ -114,6 +119,13 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); + glBlendFunc(GL_ONE, GL_ONE); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gPosition); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gNormal); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); glViewport(0, 0, size.x, size.y); dirLight.use(); dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); -- cgit v1.2.3 From 10998a8302b3d7651b4afc046311961eb2dea2c8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 6 Oct 2024 12:48:40 +0100 Subject: Use LightDirection for calculating/passing all light dir components --- game/environment.cpp | 11 +++++------ gfx/gl/sceneProvider.cpp | 2 +- gfx/gl/sceneRenderer.cpp | 8 ++++---- gfx/gl/sceneRenderer.h | 3 ++- gfx/gl/shadowMapper.cpp | 7 ++++--- gfx/gl/shadowMapper.h | 3 ++- gfx/gl/shadowStenciller.cpp | 15 ++++++++------- gfx/gl/shadowStenciller.h | 5 +++-- test/test-assetFactory.cpp | 2 +- test/test-geoData.cpp | 2 +- test/test-render.cpp | 6 +++--- 11 files changed, 34 insertions(+), 30 deletions(-) (limited to 'gfx/gl/sceneRenderer.cpp') diff --git a/game/environment.cpp b/game/environment.cpp index 19aad84..5aa1f09 100644 --- a/game/environment.cpp +++ b/game/environment.cpp @@ -1,4 +1,5 @@ #include "environment.h" +#include "gfx/lightDirection.h" #include #include @@ -16,14 +17,12 @@ Environment::render(const SceneRenderer & renderer, const SceneProvider & scene) constexpr RGB baseAmbient {0.1F}, baseDirectional {0.0F}; constexpr RGB relativeAmbient {0.3F, 0.3F, 0.4F}, relativeDirectional {0.6F, 0.6F, 0.5F}; - const auto sunPos = getSunPos({}, worldTime); - const auto sunDir = (glm::mat3 {rotate_yp({sunPos.y + pi, sunPos.x})} * north); - const auto vertical = -std::min(0.F, sunDir.z - 0.1F); - const auto ambient = baseAmbient + relativeAmbient * vertical; - const auto directional = baseDirectional + relativeDirectional * vertical; + const LightDirection sunPos = getSunPos({}, worldTime); + const auto ambient = baseAmbient + relativeAmbient * sunPos.vertical(); + const auto directional = baseDirectional + relativeDirectional * sunPos.vertical(); renderer.setAmbientLight(ambient); - renderer.setDirectionalLight(directional, sunDir, scene); + renderer.setDirectionalLight(directional, sunPos, scene); } // Based on the C++ code published at https://www.psa.es/sdg/sunpos.htm diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp index 2e8604c..4e271db 100644 --- a/gfx/gl/sceneProvider.cpp +++ b/gfx/gl/sceneProvider.cpp @@ -5,7 +5,7 @@ void SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const { renderer.setAmbientLight({0.5F, 0.5F, 0.5F}); - renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {-1, 1, -1}, *this); + renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {{-quarter_pi, -quarter_pi}}, *this); } void diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 7aace49..b2a7d78 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -114,7 +114,8 @@ SceneRenderer::setAmbientLight(const RGB & colour) const } void -SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const +SceneRenderer::setDirectionalLight( + const RGB & colour, const LightDirection & direction, const SceneProvider & scene) const { if (colour.r > 0 || colour.g > 0 || colour.b > 0) { const auto lvp = shadowMapper.update(scene, direction, camera); @@ -128,7 +129,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); + dirLight.setDirectionalLight(colour, direction.vector(), camera.getPosition(), lvp); renderQuad(); } } @@ -154,8 +155,7 @@ SceneRenderer::DirectionalLightProgram::setDirectionalLight( return toTextureSpaceMat * m; }; glUniform(colourLoc, c); - const auto nd = glm::normalize(d); - glUniform(directionLoc, nd); + glUniform(directionLoc, d); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); glUniform(lightViewProjectionLoc, std::span {lvp * toTextureSpace}); diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 4195bcf..93470f5 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -1,6 +1,7 @@ #pragma once #include "camera.h" +#include "gfx/lightDirection.h" #include "glArrays.h" #include "program.h" #include "sceneProvider.h" @@ -14,7 +15,7 @@ public: void render(const SceneProvider &) const; void setAmbientLight(const RGB & colour) const; - void setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider &) const; + void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const; Camera camera; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index b08538d..4f7eac1 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -13,6 +13,7 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointStencil.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" #include "gfx/gl/shadowStenciller.h" +#include "gfx/lightDirection.h" #include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" @@ -78,12 +79,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV } ShadowMapper::Definitions -ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const +ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, const Camera & camera) const { glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); - shadowStenciller.setLightDirection(dir, up); + shadowStenciller.setLightDirection(dir); for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast(asset)) { r->updateStencil(shadowStenciller); @@ -94,7 +95,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, size.x, size.y); - const auto lightViewDir = glm::lookAt({}, dir, up); + const auto lightViewDir = glm::lookAt({}, dir.vector(), up); const auto lightViewPoint = camera.getPosition(); const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 3aa224e..951e29c 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -11,6 +11,7 @@ class SceneProvider; class Camera; +class LightDirection; class ShadowMapper { public: @@ -21,7 +22,7 @@ public: using Definitions = std::vector; using Sizes = std::vector; - [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; + [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const; class ShadowProgram : public Program { public: diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index da2b3a0..ae4012a 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -3,6 +3,7 @@ #include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/gs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" +#include "gfx/lightDirection.h" #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" @@ -26,10 +27,9 @@ ShadowStenciller::ShadowStenciller() : } void -ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +ShadowStenciller::setLightDirection(const LightDirection & lightDir) { - lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); - viewProjections = angles * [this](const auto & a) { + viewProjections = angles * [lightDirMat = rotate_pitch(lightDir.position().y)](const auto & a) { return lightDirMat * a; }; } @@ -68,10 +68,11 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glViewport(0, 0, 256, 256); const auto & centre = mesh.getDimensions().centre; const auto & size = mesh.getDimensions().size; - const auto extentsMat - = glm::translate(glm::ortho(-size, size, -size, size, -size, size), {-centre.x, -centre.z, -centre.y}); - glUniform(viewProjectionLoc, std::span {viewProjections * [&](const auto & vp) { - return extentsMat * vp; + glUniform(viewProjectionLoc, + std::span {viewProjections * + [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre)]( + const auto & vp) { + return vp * extentsMat; }}); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 2edb955..03efced 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -5,13 +5,15 @@ #include "gfx/models/texture.h" #include "glArrays.h" +class LightDirection; + class ShadowStenciller { public: ShadowStenciller(); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp); + void setLightDirection(const LightDirection & lightDir); void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: @@ -19,6 +21,5 @@ private: Program shadowCaster; Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; - glm::mat4 lightDirMat {}; std::array viewProjections; }; diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index 0b5b278..6036721 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -54,7 +54,7 @@ public: environment(const SceneShader &, const SceneRenderer & sceneRenderer) const override { sceneRenderer.setAmbientLight({.4, .4, .4}); - sceneRenderer.setDirectionalLight({.6, .6, .6}, east + south + south + down, *this); + sceneRenderer.setDirectionalLight({.6, .6, .6}, {{0.9, 0.5}}, *this); } void diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp index 11d634d..4a7b98d 100644 --- a/test/test-geoData.cpp +++ b/test/test-geoData.cpp @@ -253,7 +253,7 @@ BOOST_DATA_TEST_CASE(deform, loadFixtureJson("geoData/deform/ environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{quarter_pi, -3 * half_pi}}, *this); } void diff --git a/test/test-render.cpp b/test/test-render.cpp index 0a92689..775eb5c 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -1,4 +1,3 @@ -#include "game/environment.h" #define BOOST_TEST_MODULE test_render #include "testHelpers.h" @@ -8,6 +7,7 @@ #include #include +#include #include #include #include @@ -166,7 +166,7 @@ BOOST_AUTO_TEST_CASE(terrain) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void @@ -213,7 +213,7 @@ BOOST_AUTO_TEST_CASE(railnet) environment(const SceneShader &, const SceneRenderer & sr) const override { sr.setAmbientLight({0.1, 0.1, 0.1}); - sr.setDirectionalLight({1, 1, 1}, south + down, *this); + sr.setDirectionalLight({1, 1, 1}, {{0, quarter_pi}}, *this); } void -- cgit v1.2.3