#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-shadowLandmass.h" #include "gl_traits.h" #include "location.h" #include "maths.h" #include "sceneProvider.h" #include "sceneShader.h" #include "sorting.h" #include #include #include #include #include ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s} { 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_ARRAY, GL_TEXTURE_BORDER_COLOR, border); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { throw std::runtime_error("Framebuffer not complete!"); } glBindFramebuffer(GL_FRAMEBUFFER, 0); } constexpr std::array shadowBands { 1000, 250000, 750000, 2500000, 10000000, }; std::vector> ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir) { std::vector> bandViewExtents; for (const auto dist : shadowBands) { const auto extents = camera.extentsAtDist(dist); bandViewExtents.emplace_back(extents * [&lightViewDir, cameraPos = camera.getPosition()](const auto & e) { return glm::mat3(lightViewDir) * (e.xyz() - cameraPos); }); if (std::none_of(extents.begin(), extents.end(), [targetDist = dist - 1](const auto & e) { return e.w > targetDist; })) { break; } } return bandViewExtents; } ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const Camera & camera) 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); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), 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); return std::make_pair(comp.get(*mm.first), comp.get(*mm.second)); }; const auto lightProjection = [](const auto & x, const auto & y, const auto & z) { 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})); return lightProjection * lightViewDir; }); for (const auto p : std::initializer_list {&landmess, &dynamicPoint, &dynamicPointInst}) { p->setView(out, lightViewPoint); } scene.shadows(*this); glCullFace(GL_BACK); return out; } ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : Program {vs, commonShadowPoint_gs}, viewProjectionLoc {*this, "viewProjection"}, viewProjectionsLoc {*this, "viewProjections"}, viewPointLoc {*this, "viewPoint"} { } void ShadowMapper::ShadowProgram::setView( const std::span viewProjection, const GlobalPosition3D viewPoint) const { use(); glUniform(viewPointLoc, viewPoint); glUniform(viewProjectionLoc, viewProjection); glUniform(viewProjectionsLoc, static_cast(viewProjection.size())); } void ShadowMapper::ShadowProgram::use() const { glUseProgram(*this); } ShadowMapper::FixedPoint::FixedPoint(const Shader & vs) : ShadowProgram {vs} { } ShadowMapper::DynamicPoint::DynamicPoint() : ShadowProgram {shadowDynamicPoint_vs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} { } void ShadowMapper::DynamicPoint::use(const Location & location) const { glUseProgram(*this); setModel(location); } void ShadowMapper::DynamicPoint::setModel(const Location & location) const { glUniform(modelLoc, location.getRotationTransform()); glUniform(modelPosLoc, location.pos); }