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/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 - 6 files changed, 29 insertions(+), 8 deletions(-) create mode 100644 gfx/gl/shaders/commonShadowPoint.gs (limited to 'gfx/gl/shaders') 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); -- cgit v1.2.3 From a01f1d9e834719046fbdec02a5147d2e55722bac Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 29 Jan 2024 01:56:42 +0000 Subject: Remove the complications from previously storing several shadow maps in the texture --- gfx/gl/sceneRenderer.cpp | 13 +++---- gfx/gl/sceneRenderer.h | 7 ++-- gfx/gl/shaders/directionalLight.fs | 17 ++++------ gfx/gl/shadowMapper.cpp | 69 ++------------------------------------ gfx/gl/shadowMapper.h | 6 +--- 5 files changed, 19 insertions(+), 93 deletions(-) (limited to 'gfx/gl/shaders') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index b60d9af..2dd1760 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -116,7 +116,7 @@ SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direc glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll); glViewport(0, 0, size.x, size.y); dirLight.use(); - dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps); + dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp); renderQuad(); } } @@ -133,21 +133,18 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"}, lightViewProjectionLoc {*this, "lightViewProjection"}, - lightViewProjectionCountLoc {*this, "lightViewProjectionCount"}, - lightViewShadowMapRegionLoc {*this, "shadowMapRegion"} + lightViewProjectionCountLoc {*this, "lightViewProjectionCount"} { } void -SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d, - const GlobalPosition3D & p, const std::span lvp, - const std::span shadowMapRegions, std::size_t maps) const +SceneRenderer::DirectionalLightProgram::setDirectionalLight( + const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span lvp) const { glUniform(colourLoc, c); const auto nd = glm::normalize(d); glUniform(directionLoc, nd); glUniform(lightPointLoc, p); - glUniform(lightViewProjectionCountLoc, static_cast(maps)); + glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); glUniform(lightViewProjectionLoc, lvp); - glUniform(lightViewShadowMapRegionLoc, shadowMapRegions); } diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 797ecf1..021936f 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -6,7 +6,6 @@ #include "sceneProvider.h" #include "sceneShader.h" #include "shadowMapper.h" -#include #include class SceneRenderer { @@ -39,12 +38,12 @@ protected: DirectionalLightProgram(); using Program::use; - void setDirectionalLight(const RGB &, const Direction3D &, const GlobalPosition3D &, - const std::span, const std::span, std::size_t maps) const; + void setDirectionalLight( + const RGB &, const Direction3D &, const GlobalPosition3D &, const std::span) const; private: RequiredUniformLocation directionLoc, colourLoc, lightPointLoc, lightViewProjectionLoc, - lightViewProjectionCountLoc, lightViewShadowMapRegionLoc; + lightViewProjectionCountLoc; }; DeferredLightProgram lighting; diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index d0c5062..c49bb8d 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -15,35 +15,32 @@ uniform vec3 lightDirection; uniform vec3 lightColour; uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; -uniform vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; -const vec3 e1 = vec3(-1, -1, -1), e2 = vec3(1, 1, 1); +const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); -float + float insideShadowCube(vec3 v) { const vec3 s = step(e1, v) - step(e2, v); return s.x * s.y * s.z; } -float + float isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz * .5 + .5; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth = texture( - shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) - .r; - return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); + const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; + return step(lightSpaceDepth, PositionInLightSpace.z); } } return 0; } -void + void main() { const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index f3d5dea..4dbee8d 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -40,48 +40,6 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : glBindFramebuffer(GL_FRAMEBUFFER, 0); } -constexpr std::array, ShadowMapper::SHADOW_BANDS> viewports {{ - {{ - {31, 31, 0, 0}, // full - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 0, 1}, // upper half - }}, - {{ - {31, 31, 0, 1}, // lower half - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, - {{ - {31, 31, 1, 1}, // lower left - {1, 31, 1, 1}, // lower right - {31, 1, 1, 1}, // upper left - {1, 1, 1, 1}, // upper right - }}, -}}; -constexpr std::array, ShadowMapper::SHADOW_BANDS> - shadowMapRegions {{ - {{ - {0.5F, 0.5F, 0.5F, 0.5F}, // full - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.5F, 0.25F, 0.5F, 0.75F}, // upper half - }}, - {{ - {0.5F, 0.25F, 0.5F, 0.25F}, // lower half - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - - {{ - {0.25F, 0.25F, 0.25F, 0.25F}, // lower left - {0.25F, 0.25F, 0.75F, 0.25F}, // lower right - {0.25F, 0.25F, 0.25F, 0.75F}, // upper left - {0.25F, 0.25F, 0.75F, 0.75F}, // upper right - }}, - }}; constexpr std::array shadowBands { 1000, 250000, @@ -89,24 +47,6 @@ constexpr std::array shadowBands 2500000, 10000000, }; -static_assert(viewports.size() == shadowMapRegions.size()); -static_assert(shadowBands.size() == shadowMapRegions.size() + 1); - -struct DefinitionsInserter { - auto - operator++() - { - return out.maps++; - }; - - auto - operator*() - { - return std::tie(out.projections[out.maps], out.regions[out.maps]); - } - - ShadowMapper::Definitions & out; -}; std::vector> ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir) @@ -139,7 +79,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), - DefinitionsInserter {out}, + std::back_inserter(out), [bands = bandViewExtents.size() - 2, &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); @@ -150,13 +90,10 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const return glm::ortho(x.first, x.second, y.first, y.second, -z.second, -z.first); }(extents_minmax(CompareBy {0}), extents_minmax(CompareBy {1}), extents_minmax(CompareBy {2})); - const auto lightViewDirProjection = lightProjection * lightViewDir; - - return std::make_pair(lightViewDirProjection, shadowMapRegions[0][0]); + return lightProjection * lightViewDir; }); - std::span vps {out.projections.data(), out.maps}; for (const auto p : std::initializer_list {&fixedPoint, &dynamicPoint, &dynamicPointInst}) { - p->setView(vps, lightViewPoint); + p->setView(out, lightViewPoint); } scene.shadows(*this); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index b948f50..a95d4c1 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -17,11 +17,7 @@ public: static constexpr std::size_t SHADOW_BANDS {4}; - struct Definitions { - std::array projections {}; - std::array regions {}; - size_t maps {}; - }; + using Definitions = std::vector; [[nodiscard]] Definitions update(const SceneProvider &, const Direction3D & direction, const Camera &) const; -- cgit v1.2.3 From 72ec5dd096a3110e8085919f4c0e3320ef176657 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 30 Jan 2024 22:13:56 +0000 Subject: Adjust light view projection matrix upfront Saves doing it per pixel, per region later --- gfx/gl/sceneRenderer.cpp | 8 +++++++- gfx/gl/shaders/directionalLight.fs | 8 ++++---- 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'gfx/gl/shaders') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 2dd1760..517d51e 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -137,14 +137,20 @@ SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() : { } +const auto toTextureSpaceMat = glm::translate(glm::identity(), glm::vec3 {0.5F}) + * glm::scale(glm::identity(), glm::vec3 {0.5F}); + void SceneRenderer::DirectionalLightProgram::setDirectionalLight( const RGB & c, const Direction3D & d, const GlobalPosition3D & p, const std::span lvp) const { + const auto toTextureSpace = [](const glm::mat4 & m) { + return toTextureSpaceMat * m; + }; glUniform(colourLoc, c); const auto nd = glm::normalize(d); glUniform(directionLoc, nd); glUniform(lightPointLoc, p); glUniform(lightViewProjectionCountLoc, static_cast(lvp.size())); - glUniform(lightViewProjectionLoc, lvp); + glUniform(lightViewProjectionLoc, std::span {lvp * toTextureSpace}); } diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index c49bb8d..24457b8 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -19,18 +19,18 @@ uniform uint lightViewProjectionCount; const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); - float +float insideShadowCube(vec3 v) { const vec3 s = step(e1, v) - step(e2, v); return s.x * s.y * s.z; } - float +float isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz * .5 + .5; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; @@ -40,7 +40,7 @@ isShaded(vec4 Position) return 0; } - void +void main() { const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); -- cgit v1.2.3