From d8464a28c6066931dd638653e2a082e2640191dc Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 18 Feb 2026 17:14:31 +0000 Subject: Fix up the preFrame process to use both frustums (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. --- gfx/gl/sceneRenderer.cpp | 6 +++++ gfx/gl/sceneRenderer.h | 1 + gfx/gl/shadowMapper.cpp | 60 +++++++++++++++++++++++++++--------------------- gfx/gl/shadowMapper.h | 7 ++++++ 4 files changed, 48 insertions(+), 26 deletions(-) (limited to 'gfx/gl') diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 5e8241f..d005dfa 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -77,6 +77,12 @@ SceneRenderer::resize(ScreenAbsCoord newSize) shader.setViewPort({0, 0, size.x, size.y}); } +std::pair +SceneRenderer::preFrame(const LightDirection & lightDirection) +{ + return {camera, shadowMapper.preFrame(lightDirection, camera)}; +} + void SceneRenderer::render(const SceneProvider & scene) const { diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h index 05921a1..2ec8057 100644 --- a/gfx/gl/sceneRenderer.h +++ b/gfx/gl/sceneRenderer.h @@ -18,6 +18,7 @@ public: void resize(ScreenAbsCoord size); void render(const SceneProvider &) const; + std::pair preFrame(const LightDirection &); void setAmbientLight(const RGB & colour) const; void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const; diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 7035162..a73caa0 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -31,7 +31,7 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : landmess {shadowLandmass_vert}, dynamicPointInst {shadowDynamicPointInst_vert}, dynamicPointInstWithTextures {shadowDynamicPointInstWithTextures_vert, shadowDynamicPointInstWithTextures_geom, shadowDynamicPointInstWithTextures_frag}, - size {s} + size {s}, frustum {{}, {}, {}} { glDebugScope _ {depthMap}; glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap); @@ -82,6 +82,37 @@ ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightV return bandViewExtents; } +const Frustum & +ShadowMapper::preFrame(const LightDirection & dir, const Camera & camera) +{ + const auto lightViewDir = glm::lookAt({}, dir.vector(), up); + const auto lightViewPoint = camera.getPosition(); + const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); + using ExtentsBoundingBox = AxisAlignedBoundingBox; + definitions.clear(); + sizes.clear(); + std::ranges::transform(bandViewExtents | std::views::pairwise, std::back_inserter(definitions), + [&lightViewDir, this](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; + }); + + 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 = {lightViewPoint, lightViewDir, lightProjection}; + return frustum; +} + ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, const Camera & camera) const { @@ -100,39 +131,16 @@ ShadowMapper::update(const SceneProvider & scene, const LightDirection & dir, co glClear(GL_DEPTH_BUFFER_BIT); glViewport(0, 0, size.x, size.y); - const auto lightViewDir = glm::lookAt({}, dir.vector(), up); const auto lightViewPoint = camera.getPosition(); - const auto bandViewExtents = getBandViewExtents(camera, lightViewDir); - Definitions out; - Sizes sizes; - using ExtentsBoundingBox = AxisAlignedBoundingBox; - 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 { &landmess, &dynamicPoint, &dynamicPointInst, &dynamicPointInstWithTextures, &stencilShadowProgram}) { - p->setView(out, sizes, lightViewPoint); - } - ExtentsBoundingBox extents {lightViewPoint, lightViewPoint}; - for (const auto & point : bandViewExtents.back()) { - extents += point; + p->setView(definitions, sizes, lightViewPoint); } - 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); - return out; + return definitions; } ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : Program {vs, commonShadowPoint_geom} { } diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h index 951e29c..82374cb 100644 --- a/gfx/gl/shadowMapper.h +++ b/gfx/gl/shadowMapper.h @@ -1,6 +1,7 @@ #pragma once #include "config/types.h" +#include "gfx/frustum.h" #include "gfx/gl/shadowStenciller.h" #include "lib/glArrays.h" #include "program.h" @@ -22,6 +23,7 @@ public: using Definitions = std::vector; using Sizes = std::vector; + const Frustum & preFrame(const LightDirection & direction, const Camera &); [[nodiscard]] Definitions update(const SceneProvider &, const LightDirection & direction, const Camera &) const; class ShadowProgram : public Program { @@ -77,5 +79,10 @@ private: glFrameBuffer depthMapFBO; glTexture depthMap; TextureAbsCoord size; + + Definitions definitions; + Sizes sizes; + Frustum frustum; + mutable ShadowStenciller shadowStenciller; }; -- cgit v1.3