1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
|
#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 <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/matrix.hpp>
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, NULL);
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<float>::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<glm::ivec4, ShadowMapper::SHADOW_BANDS> viewports {{
{31, 31, 1, 1},
{1, 31, 1, 1},
{31, 1, 1, 1},
{1, 1, 1, 1},
}};
constexpr std::array<glm::vec4, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{
{0.25F, 0.25F, 0.25F, 0.25F},
{0.25F, 0.25F, 0.75F, 0.25F},
{0.25F, 0.25F, 0.25F, 0.75F},
{0.25F, 0.25F, 0.75F, 0.75F},
}};
constexpr std::array<float, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
1.F,
250.F,
750.F,
2500.F,
10000.F,
};
static_assert(viewports.size() == shadowMapRegions.size());
static_assert(shadowBands.size() == shadowMapRegions.size() + 1);
ShadowMapper::Definitions<ShadowMapper::SHADOW_BANDS>
ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const Camera & camera) const
{
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glViewport(0, 0, size.x, size.y);
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
auto bandViewExtents = shadowBands * [&camera](auto distance) {
return camera.extentsAtDist(distance);
};
const std::span<glm::vec3> viewExtents {bandViewExtents.front().begin(), bandViewExtents.back().end()};
const auto lightView = glm::lookAt(camera.getPosition(), camera.getPosition() + dir, up);
for (auto & e : viewExtents) {
e = lightView * glm::vec4(e, 1);
}
Definitions<SHADOW_BANDS> out;
for (std::size_t band = 0; band < SHADOW_BANDS; ++band) {
const auto extents_minmax = [extents = viewExtents.subspan(band * 4, 8)](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}));
out.projections[band] = lightProjection * lightView;
fixedPoint.setViewProjection(out.projections[band]);
dynamicPoint.setViewProjection(out.projections[band]);
out.regions[band] = shadowMapRegions[band];
const auto & viewport = viewports[band];
glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
scene.shadows(*this);
};
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);
const auto model = glm::translate(location.pos) * rotate_ypr(location.rot);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
|