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#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"
#include "gfx/gl/shaders/vs-shadowDynamicPoint.h"
#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"
#include "sceneProvider.h"
#include "sceneShader.h"
#include "sorting.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/matrix.hpp>
#include <vector>
ShadowMapper::ShadowMapper(const TextureAbsCoord & s) :
landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs},
dynamicPointInstWithTextures {shadowDynamicPointInstWithTextures_vs, shadowDynamicPointInstWithTextures_gs,
shadowDynamicPointInstWithTextures_fs},
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<RGBA::value_type>::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<GlobalDistance, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
1000,
250000,
750000,
2500000,
10000000,
};
std::vector<std::array<RelativePosition3D, 4>>
ShadowMapper::getBandViewExtents(const Camera & camera, const glm::mat4 & lightViewDir)
{
std::vector<std::array<RelativePosition3D, 4>> 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
{
glCullFace(GL_FRONT);
glEnable(GL_DEPTH_TEST);
ShadowStenciller shadowStenciller {dir, up};
for (const auto & [id, asset] : gameState->assets) {
if (const auto r = std::dynamic_pointer_cast<const Renderable>(asset)) {
r->updateStencil(shadowStenciller);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
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<const ShadowProgram *> {
&landmess, &dynamicPoint, &dynamicPointInst, &dynamicPointInstWithTextures}) {
p->setView(out, lightViewPoint);
}
scene.shadows(*this);
glCullFace(GL_BACK);
return out;
}
ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs) : Program {vs, commonShadowPoint_gs} { }
ShadowMapper::ShadowProgram::ShadowProgram(const Shader & vs, const Shader & gs, const Shader & fs) :
Program {vs, gs, fs}
{
}
void
ShadowMapper::ShadowProgram::setView(
const std::span<const glm::mat4> viewProjection, const GlobalPosition3D viewPoint) const
{
use();
glUniform(viewPointLoc, viewPoint);
glUniform(viewProjectionLoc, viewProjection);
glUniform(viewProjectionsLoc, static_cast<GLint>(viewProjection.size()));
}
void
ShadowMapper::ShadowProgram::use() const
{
glUseProgram(*this);
}
ShadowMapper::DynamicPoint::DynamicPoint() : ShadowProgram {shadowDynamicPoint_vs} { }
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);
}
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