From 900d19a41bc1886e7a809d99d6119b12235a4f0a Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jul 2024 10:57:17 +0100 Subject: Initial commit of basic shadow depth map creation --- gfx/gl/shadowStenciller.h | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) create mode 100644 gfx/gl/shadowStenciller.h (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h new file mode 100644 index 0000000..460fa68 --- /dev/null +++ b/gfx/gl/shadowStenciller.h @@ -0,0 +1,21 @@ +#pragma once + +#include "config/types.h" +#include "gfx/gl/program.h" +#include "gfx/models/mesh.h" +#include "glArrays.h" + +class ShadowStenciller { +public: + ShadowStenciller(); + + [[nodiscard]] + static glTexture createStencilTexture(GLsizei width, GLsizei height); + void renderStencil(const glTexture &, const MeshBase &, const RelativePosition3D & mins, + const RelativePosition3D & maxs) const; + +private: + glFrameBuffer fbo; + Program shadowCaster; + Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; +}; -- cgit v1.2.3 From 4ba67f34eac848e43bad2ccc4b5c09ac65dd7952 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Jul 2024 12:55:15 +0100 Subject: Use mesh extents for shadow stencil extents --- game/scenary/foliage.cpp | 2 +- gfx/gl/shadowStenciller.cpp | 5 +++-- gfx/gl/shadowStenciller.h | 3 +-- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 870adb0..24caeb7 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -18,7 +18,7 @@ Foliage::postLoad() bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000}); + ss.renderStencil(shadowStencil, *bodyMesh); Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 6d5fa40..e20eda1 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -32,8 +32,7 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) } void -ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const RelativePosition3D & mins, - const RelativePosition3D & maxs) const +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); @@ -44,6 +43,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); glEnable(GL_DEPTH_TEST); + const auto & mins = mesh.minExtent(); + const auto & maxs = mesh.maxExtent(); const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y); const auto lightDir = glm::lookAt({}, north, up); glUniform(viewProjectionLoc, extents * lightDir); diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 460fa68..5a22a7e 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -11,8 +11,7 @@ public: [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void renderStencil(const glTexture &, const MeshBase &, const RelativePosition3D & mins, - const RelativePosition3D & maxs) const; + void renderStencil(const glTexture &, const MeshBase &) const; private: glFrameBuffer fbo; -- cgit v1.2.3 From f737aada2b7164683303beb3bb490c30a4949fb0 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 21 Jul 2024 02:33:24 +0100 Subject: Use texture alpha in shadow stencil --- game/scenary/foliage.cpp | 2 +- gfx/gl/shaders/shadowStencil.fs | 16 ++++++++++++++++ gfx/gl/shaders/shadowStencil.vs | 7 +++++++ gfx/gl/shadowStenciller.cpp | 8 ++++++-- gfx/gl/shadowStenciller.h | 4 ++-- 5 files changed, 32 insertions(+), 5 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 24caeb7..ba1b37e 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -18,7 +18,7 @@ Foliage::postLoad() bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh); + ss.renderStencil(shadowStencil, *bodyMesh, texture); Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs index e69de29..f149c23 100644 --- a/gfx/gl/shaders/shadowStencil.fs +++ b/gfx/gl/shaders/shadowStencil.fs @@ -0,0 +1,16 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 0) uniform sampler2D textureAlbedo; + +include(`materialInterface.glsl') +include(`materialCommon.glsl') + +void +main() +{ + if (getTextureColour(Material, TexCoords).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowStencil.vs b/gfx/gl/shaders/shadowStencil.vs index 4f4c250..45a0867 100644 --- a/gfx/gl/shaders/shadowStencil.vs +++ b/gfx/gl/shaders/shadowStencil.vs @@ -1,11 +1,18 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable +layout(binding = 1) uniform usampler2DRect materialData; + include(`meshIn.glsl') +include(`materialInterface.glsl') +include(`getMaterialDetail.glsl') uniform mat4 viewProjection; void main() { + TexCoords = texCoord; + Material = getMaterialDetail(material); + gl_Position = viewProjection * vec4(position, 1); } diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index e20eda1..2ba519f 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -1,6 +1,7 @@ #include "shadowStenciller.h" #include "config/types.h" #include "gfx/gl/program.h" +#include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" #include "gfx/models/mesh.h" #include "glArrays.h" @@ -8,7 +9,7 @@ #include "maths.h" #include -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs} +ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -32,13 +33,16 @@ ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) } void -ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh) const +ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh, const Texture::AnyPtr texture) const { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, stencil, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw std::runtime_error("Stencil framebuffer not complete!"); } + if (texture) { + texture->bind(); + } glUseProgram(shadowCaster); glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 5a22a7e..bf6d204 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -1,8 +1,8 @@ #pragma once -#include "config/types.h" #include "gfx/gl/program.h" #include "gfx/models/mesh.h" +#include "gfx/models/texture.h" #include "glArrays.h" class ShadowStenciller { @@ -11,7 +11,7 @@ public: [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); - void renderStencil(const glTexture &, const MeshBase &) const; + void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: glFrameBuffer fbo; -- cgit v1.2.3 From 172beac34e82c86f8c16b8a1be5fca9d7ccfc0d1 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 18 Aug 2024 16:14:29 +0100 Subject: Update asset stencils from shadow mapper --- game/scenary/foliage.cpp | 13 +++++++++---- game/scenary/foliage.h | 1 + gfx/gl/shadowMapper.cpp | 9 +++++++++ gfx/gl/shadowStenciller.cpp | 15 +++++++-------- gfx/gl/shadowStenciller.h | 3 ++- 5 files changed, 28 insertions(+), 13 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index ba1b37e..13d2f3b 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -3,7 +3,6 @@ #include "gfx/gl/shadowMapper.h" #include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" -#include "location.h" bool Foliage::persist(Persistence::PersistenceStore & store) @@ -17,9 +16,15 @@ Foliage::postLoad() texture = getTexture(); bodyMesh->configureVAO(instanceVAO) .addAttribs(instances.bufferName(), 1); - ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, texture); - Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); +} + +void +Foliage::updateStencil(const ShadowStenciller & ss) const +{ + if (instances.size() > 0) { + ss.renderStencil(shadowStencil, *bodyMesh, texture); + Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); + } } void diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h index 5367d44..fa6c63b 100644 --- a/game/scenary/foliage.h +++ b/game/scenary/foliage.h @@ -20,6 +20,7 @@ public: mutable InstanceVertices instances; void render(const SceneShader &) const override; void shadows(const ShadowMapper &) const override; + void updateStencil(const ShadowStenciller &) const override; glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256); protected: diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index a846a3d..9b9e404 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 "game/gamestate.h" #include "gfx/gl/shaders/fs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/gs-commonShadowPoint.h" #include "gfx/gl/shaders/gs-shadowDynamicPointInstWithTextures.h" @@ -8,6 +9,8 @@ #include "gfx/gl/shaders/vs-shadowDynamicPointInst.h" #include "gfx/gl/shaders/vs-shadowDynamicPointInstWithTextures.h" #include "gfx/gl/shaders/vs-shadowLandmass.h" +#include "gfx/gl/shadowStenciller.h" +#include "gfx/renderable.h" #include "gl_traits.h" #include "location.h" #include "maths.h" @@ -74,6 +77,12 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) const { + ShadowStenciller shadowStenciller {dir, up}; + for (const auto & [id, asset] : gameState->assets) { + if (const auto r = std::dynamic_pointer_cast(asset)) { + r->updateStencil(shadowStenciller); + } + } glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index dc87d76..9f13808 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -1,15 +1,14 @@ #include "shadowStenciller.h" -#include "config/types.h" #include "gfx/gl/program.h" #include "gfx/gl/shaders/fs-shadowStencil.h" #include "gfx/gl/shaders/vs-shadowStencil.h" #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" -#include "maths.h" #include -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} +ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) : + shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -47,10 +46,10 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, 256, 256); glEnable(GL_DEPTH_TEST); - const auto & mins = mesh.getDimensions().minExtent; - const auto & maxs = mesh.getDimensions().maxExtent; - const auto extents = glm::ortho(mins.x, maxs.x, mins.z, maxs.z, mins.y, maxs.y); - const auto lightDir = glm::lookAt({}, north, up); - glUniform(viewProjectionLoc, extents * lightDir); + 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, extentsMat * lightDirMat); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index bf6d204..87dc044 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -7,7 +7,7 @@ class ShadowStenciller { public: - ShadowStenciller(); + ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); @@ -16,5 +16,6 @@ public: private: glFrameBuffer fbo; Program shadowCaster; + glm::mat4 lightDirMat; Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; }; -- cgit v1.2.3 From dd452f3e9238be954c3ecd325ed11e97a50ec1c3 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 19 Aug 2024 23:26:32 +0100 Subject: Persist a single ShadowStenciller within ShadowMapper --- gfx/gl/shadowMapper.cpp | 2 +- gfx/gl/shadowMapper.h | 2 ++ gfx/gl/shadowStenciller.cpp | 9 +++++++-- gfx/gl/shadowStenciller.h | 6 ++++-- 4 files changed, 14 insertions(+), 5 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index ff0634e..d9dd24f 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -80,7 +80,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); - ShadowStenciller shadowStenciller {dir, up}; + shadowStenciller.setLightDirection(dir, up); for (const auto & [id, asset] : gameState->assets) { if (const auto r = std::dynamic_pointer_cast(asset)) { r->updateStencil(shadowStenciller); diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 73dadd0..280a0cd 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,6 +1,7 @@ #pragma once #include "config/types.h" +#include "gfx/gl/shadowStenciller.h" #include "lib/glArrays.h" #include "program.h" #include @@ -61,4 +62,5 @@ private: glFrameBuffer depthMapFBO; glTexture depthMap; TextureAbsCoord size; + mutable ShadowStenciller shadowStenciller; }; diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index fc3d77c..ac63b4e 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -7,8 +7,7 @@ #include "gl_traits.h" #include -ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp) : - shadowCaster {shadowStencil_vs, shadowStencil_fs}, lightDirMat {glm::lookAt(-lightDir, {}, lightDirUp)} +ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_fs} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -16,6 +15,12 @@ ShadowStenciller::ShadowStenciller(const Direction3D & lightDir, const Direction glBindFramebuffer(GL_FRAMEBUFFER, 0); } +void +ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) +{ + lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); +} + glTexture ShadowStenciller::createStencilTexture(GLsizei width, GLsizei height) { diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 87dc044..009285c 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -7,15 +7,17 @@ class ShadowStenciller { public: - ShadowStenciller(const Direction3D & lightDir, const Direction3D & lightDirUp); + ShadowStenciller(); [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); + void setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp); void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; private: glFrameBuffer fbo; Program shadowCaster; - glm::mat4 lightDirMat; Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; + + glm::mat4 lightDirMat {}; }; -- cgit v1.2.3 From 10e0fee323e6277ba73ee1fc148417882bc381c3 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 26 Aug 2024 13:55:32 +0100 Subject: Add helper to test if a uniform was found --- gfx/gl/program.h | 6 ++++++ gfx/gl/sceneShader.cpp | 2 +- gfx/gl/shadowMapper.cpp | 4 +++- gfx/gl/shadowStenciller.h | 2 +- 4 files changed, 11 insertions(+), 3 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/program.h b/gfx/gl/program.h index c89a128..20be1aa 100644 --- a/gfx/gl/program.h +++ b/gfx/gl/program.h @@ -33,6 +33,12 @@ public: return location; } + explicit + operator bool() const + { + return location >= 0; + } + protected: GLint location; }; diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 4cbccb3..571538a 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -65,7 +65,7 @@ SceneShader::SceneProgram::setViewProjection(const GlobalPosition3D & viewPoint, void SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const { - if (viewPortLoc >= 0) { + if (viewPortLoc) { glUseProgram(*this); glUniform(viewPortLoc, viewPort); } diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 55167e5..177bd22 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -139,7 +139,9 @@ ShadowMapper::ShadowProgram::setView(const std::span viewProj use(); glUniform(viewPointLoc, viewPoint); glUniform(viewProjectionLoc, viewProjection); - glUniform(sizesLoc, sizes); + if (sizesLoc) { + glUniform(sizesLoc, sizes); + } glUniform(viewProjectionsLoc, static_cast(viewProjection.size())); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 009285c..925f82a 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -17,7 +17,7 @@ public: private: glFrameBuffer fbo; Program shadowCaster; - Program::UniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; + Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; glm::mat4 lightDirMat {}; }; -- cgit v1.2.3 From 5ec74c35fb1f2524add7fd03ace78667f93edb2e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 7 Sep 2024 12:35:03 +0100 Subject: Populate all layers of shadow stencil with view from all around --- gfx/gl/shaders/shadowStencil.gs | 6 +++--- gfx/gl/shadowStenciller.cpp | 18 ++++++++++++++++-- gfx/gl/shadowStenciller.h | 1 + 3 files changed, 20 insertions(+), 5 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/shaders/shadowStencil.gs b/gfx/gl/shaders/shadowStencil.gs index eea4643..2c3f9bd 100644 --- a/gfx/gl/shaders/shadowStencil.gs +++ b/gfx/gl/shaders/shadowStencil.gs @@ -6,7 +6,7 @@ include(`materialDetail.glsl') layout(triangles) in; layout(triangle_strip, max_vertices = 24) out; -uniform mat4 viewProjection; +uniform mat4 viewProjection[8]; in vec3 FragPos[]; in vec2 TexCoords[]; flat in MaterialDetail Material[]; @@ -16,9 +16,9 @@ flat out MaterialDetail gMaterial; void main() { - for (gl_Layer = 0; gl_Layer < 8; ++gl_Layer) { + for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) { for (int v = 0; v < FragPos.length(); ++v) { - gl_Position = viewProjection * vec4(FragPos[v], 1); + gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1); gTexCoords = TexCoords[v]; gMaterial = Material[v]; EmitVertex(); diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 1063b71..da2b3a0 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -6,9 +6,18 @@ #include "gfx/models/mesh.h" #include "glArrays.h" #include "gl_traits.h" +#include "maths.h" #include -ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_gs, shadowStencil_fs} +namespace { + static constexpr std::array anglesEigthPi {-3, -2, -1, 0, 1, 2, 3, 4}; + static const auto angles = anglesEigthPi * [](auto ep) { + return rotate_yaw(ep * quarter_pi); + }; +} + +ShadowStenciller::ShadowStenciller() : + shadowCaster {shadowStencil_vs, shadowStencil_gs, shadowStencil_fs}, viewProjections {} { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDrawBuffer(GL_NONE); @@ -20,6 +29,9 @@ void ShadowStenciller::setLightDirection(const Direction3D & lightDir, const Direction3D & lightDirUp) { lightDirMat = glm::lookAt(-lightDir, {}, lightDirUp); + viewProjections = angles * [this](const auto & a) { + return lightDirMat * a; + }; } glTexture @@ -58,6 +70,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh 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, extentsMat * lightDirMat); + glUniform(viewProjectionLoc, std::span {viewProjections * [&](const auto & vp) { + return extentsMat * vp; + }}); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 925f82a..2edb955 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -20,4 +20,5 @@ private: Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; glm::mat4 lightDirMat {}; + std::array viewProjections; }; -- 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/shadowStenciller.h') 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 From 9a43f9e749f9f51cb37dabd9c1d33f2ee9441b2f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 17 Oct 2024 18:26:24 +0100 Subject: Re-express viewProjections calculations as a fold expression --- gfx/gl/shadowStenciller.cpp | 10 +++++----- gfx/gl/shadowStenciller.h | 4 +++- 2 files changed, 8 insertions(+), 6 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 55ad8e1..89b61cc 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -10,8 +10,6 @@ #include "maths.h" #include -template constexpr T STENCIL_ANGLES = 8; - ShadowStenciller::ShadowStenciller() : shadowCaster {shadowStencil_vs, shadowStencil_gs, shadowStencil_fs}, viewProjections {} { @@ -24,9 +22,11 @@ ShadowStenciller::ShadowStenciller() : void ShadowStenciller::setLightDirection(const LightDirection & lightDir) { - viewProjections = std::array {0, 1, 2, 3, 4, 5, 6, 7} * [&lightDir](const auto & ep) { - return rotate_pitch(half_pi - lightDir.position().y) * rotate_yaw((ep * quarter_pi) - lightDir.position().x); - }; + viewProjections = [&lightDir](std::integer_sequence) { + constexpr float STEP = two_pi / STENCIL_ANGLES; + return std::array { + rotate_pitch(half_pi - lightDir.position().y) * rotate_yaw((Ep * STEP) - lightDir.position().x)...}; + }(std::make_integer_sequence>()); } glTexture diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index 03efced..ac83eb1 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -9,6 +9,8 @@ class LightDirection; class ShadowStenciller { public: + template static constexpr T STENCIL_ANGLES = 8; + ShadowStenciller(); [[nodiscard]] @@ -21,5 +23,5 @@ private: Program shadowCaster; Program::RequiredUniformLocation viewProjectionLoc {shadowCaster, "viewProjection"}; - std::array viewProjections; + std::array> viewProjections; }; -- cgit v1.2.3 From 33a691f6ab681160b377102aa02e78ccdfaf1ec3 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 17 Oct 2024 18:27:50 +0100 Subject: Misc readability fixes --- gfx/gl/shadowStenciller.cpp | 6 +++--- gfx/gl/shadowStenciller.h | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'gfx/gl/shadowStenciller.h') diff --git a/gfx/gl/shadowStenciller.cpp b/gfx/gl/shadowStenciller.cpp index 89b61cc..eab4797 100644 --- a/gfx/gl/shadowStenciller.cpp +++ b/gfx/gl/shadowStenciller.cpp @@ -67,8 +67,8 @@ ShadowStenciller::renderStencil(const glTexture & stencil, const MeshBase & mesh glUniform(viewProjectionLoc, std::span {viewProjections * [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre)]( - const auto & vp) { - return vp * extentsMat; - }}); + const auto & viewProjection) { + return viewProjection * extentsMat; + }}); mesh.Draw(); } diff --git a/gfx/gl/shadowStenciller.h b/gfx/gl/shadowStenciller.h index ac83eb1..f774ac7 100644 --- a/gfx/gl/shadowStenciller.h +++ b/gfx/gl/shadowStenciller.h @@ -16,7 +16,7 @@ public: [[nodiscard]] static glTexture createStencilTexture(GLsizei width, GLsizei height); void setLightDirection(const LightDirection & lightDir); - void renderStencil(const glTexture &, const MeshBase &, const Texture::AnyPtr texture) const; + void renderStencil(const glTexture &, const MeshBase &, Texture::AnyPtr texture) const; private: glFrameBuffer fbo; -- cgit v1.2.3