#include "shadowMapper.h" #include "camera.h" #include "collections.hpp" #include "gfx/gl/shaders/vs-shadowDynamicPoint.h" #include "gfx/gl/shaders/vs-shadowFixedPoint.h" #include "location.hpp" #include "maths.h" #include "sceneProvider.h" #include "sceneShader.h" #include "sorting.hpp" #include #include #include #include #include ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s} { glBindTexture(GL_TEXTURE_2D, depthMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); static constexpr glm::vec4 border {std::numeric_limits::infinity()}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border)); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 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, 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 { 1.F, 250.F, 750.F, 2500.F, 10000.F, }; 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 & lightView) { std::vector> bandViewExtents; for (const auto dist : shadowBands) { const auto extents = camera.extentsAtDist(dist); bandViewExtents.emplace_back(extents * [&lightView](const auto & e) -> glm::vec3 { return lightView * glm::vec4(glm::vec3 {e}, 1); }); if (std::none_of(extents.begin(), extents.end(), [targetDist = dist * 0.99F](const glm::vec4 & e) { return e.w > targetDist; })) { break; } } return bandViewExtents; } ShadowMapper::Definitions ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const { glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); glCullFace(GL_FRONT); const auto lightView = glm::lookAt(camera.getPosition(), camera.getPosition() + dir, up); const auto bandViewExtents = getBandViewExtents(camera, lightView); Definitions out; std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()), DefinitionsInserter {out}, [&scene, this, &lightView, bands = bandViewExtents.size() - 2, &out](const auto & near, const auto & far) { 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})); const auto lightViewProjection = lightProjection * lightView; fixedPoint.setViewProjection(lightViewProjection); dynamicPoint.setViewProjection(lightViewProjection); const auto & viewport = viewports[bands][out.maps]; glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w); scene.shadows(*this); return std::make_pair(lightViewProjection, shadowMapRegions[bands][out.maps]); }); glCullFace(GL_BACK); return out; } ShadowMapper::FixedPoint::FixedPoint() : Program {shadowFixedPoint_vs}, viewProjectionLoc {*this, "viewProjection"} { } void ShadowMapper::FixedPoint::setViewProjection(const glm::mat4 & viewProjection) const { use(); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); } void ShadowMapper::FixedPoint::use() const { glUseProgram(*this); } ShadowMapper::DynamicPoint::DynamicPoint() : Program {shadowDynamicPoint_vs}, viewProjectionLoc {*this, "viewProjection"}, modelLoc {*this, "model"} { } void ShadowMapper::DynamicPoint::setViewProjection(const glm::mat4 & viewProjection) const { glUseProgram(*this); glUniformMatrix4fv(viewProjectionLoc, 1, GL_FALSE, glm::value_ptr(viewProjection)); } void ShadowMapper::DynamicPoint::use(const Location & location) const { glUseProgram(*this); setModel(location); const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); } void ShadowMapper::DynamicPoint::setModel(const Location & location) const { const auto model = glm::translate(location.pos) * rotate_ypr(location.rot); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); }