I think this is now finding the different segments of the cascade
This commit is contained in:
FakeShemp
2016-02-18 20:48:39 +01:00
parent 178402e964
commit bf376f54b6
4 changed files with 230 additions and 110 deletions
+214 -97
View File
@@ -11,7 +11,7 @@ ShadowPass::ShadowPass(IRenderer * renderer)
ShadowPass::~ShadowPass()
{
// m_shadCams
}
// Compute the 8 corner points of the current view frustum
@@ -25,28 +25,28 @@ std::array<glm::vec3, 8> ShadowPass::UpdateFrustumPoints(Camera* cam, glm::vec3
up = glm::normalize(glm::cross(right, view_dir));
float near_height = tan(cam->FOV() / 2.0f) * cam->NearClip();
float near_height = tan(cam->FOV() / 2.f) * cam->NearClip();
float near_width = near_height * cam->AspectRatio();
float far_height = tan(cam->FOV() / 2.0f) * cam->FarClip();
float far_height = tan(cam->FOV() / 2.f) * cam->FarClip();
float far_width = far_height * cam->AspectRatio();
std::array<glm::vec3, 8> frustumPoints;
frustumPoints[0] = nearCenter - up*near_height - right*near_width;
frustumPoints[1] = nearCenter + up*near_height - right*near_width;
frustumPoints[2] = nearCenter + up*near_height + right*near_width;
frustumPoints[3] = nearCenter - up*near_height + right*near_width;
frustumPoints[4] = farCenter - up*far_height - right*far_width;
frustumPoints[5] = farCenter + up*far_height - right*far_width;
frustumPoints[6] = farCenter + up*far_height + right*far_width;
frustumPoints[7] = farCenter - up*far_height + right*far_width;
frustumPoints[0] = nearCenter - up * near_height - right * near_width;
frustumPoints[1] = nearCenter + up * near_height - right * near_width;
frustumPoints[2] = nearCenter + up * near_height + right * near_width;
frustumPoints[3] = nearCenter - up * near_height + right * near_width;
frustumPoints[4] = farCenter - up * far_height - right * far_width;
frustumPoints[5] = farCenter + up * far_height - right * far_width;
frustumPoints[6] = farCenter + up * far_height + right * far_width;
frustumPoints[7] = farCenter - up * far_height + right * far_width;
return frustumPoints;
}
// UpdateSplitDist computes the near and far distances for every frustum slice
// in camera eye space - that is, at what distance does a slice start and end
void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float far_distance, float near_distance)
void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cams, float near_distance, float far_distance)
{
float lambda = m_SplitWeight;
float ratio = far_distance / near_distance;
@@ -63,66 +63,165 @@ void ShadowPass::UpdateSplitDist(std::array<ShadowCamera, MAX_SPLITS> shadow_cam
shadow_cams[m_CurrentNrOfSplits - 1].camera->SetFarClip(far_distance);
}
float applyCropMatrix()
glm::mat4 ShadowPass::FindNewFrustum(ShadowCamera shadow_cam)
{
float maxX = -1000.0f;
float maxY = -1000.0f;
float maxZ;
float minX = 1000.0f;
float minY = 1000.0f;
float minZ;
glm::vec4 transf = glm::vec4(shadow_cam.frustumCorners[0], 1.f);
//if (transf.x > maxX) maxX = transf.x;
//if (transf.x < minX) minX = transf.x;
//if (transf.y > maxY) maxY = transf.y;
//if (transf.y < minY) minY = transf.y;
for (int i = 0; i < 8; i++)
{
transf = glm::vec4(shadow_cam.frustumCorners[i], 1.f);
transf.x /= transf.w;
transf.y /= transf.w;
if (transf.x > maxX) maxX = transf.x;
if (transf.x < minX) minX = transf.x;
if (transf.y > maxY) maxY = transf.y;
if (transf.y < minY) minY = transf.y;
}
glm::mat4 p = glm::ortho(minX, maxX, minY, maxY, m_NearFarPlane[Near], m_NearFarPlane[Far]);
return p;
}
// GLM wants a point for glm::lookAt, brute out a point that is on the light direction's tangent.
glm::vec3 ShadowPass::LightDirectionToPoint(glm::vec4 direction)
glm::mat4 ShadowPass::ApplyCropMatrix(ShadowCamera& shadow_cam, glm::mat4 m, glm::mat4 v)
{
return -glm::normalize(glm::vec3(direction));
glm::mat4 shad_modelview;
glm::mat4 shad_proj;
glm::mat4 shad_crop;
glm::mat4 shad_mvp;
float maxX = -1000.0f;
float maxY = -1000.0f;
float maxZ;
float minX = 1000.0f;
float minY = 1000.0f;
float minZ;
glm::mat4 nv_mvp;
glm::vec4 transf;
shad_modelview = m * v;
nv_mvp = shad_modelview;
transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[0], 1.f);
minZ = transf.z;
maxZ = transf.z;
for (int i = 1; i < 8; i++) {
transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[i], 1.f);
if (transf.z > maxZ) {
maxZ = transf.z;
}
if (transf.z < minZ) {
minZ = transf.z;
}
}
// make sure all relevant shadow casters are included here
shad_proj = glm::ortho(-1.f, 1.f, -1.f, 1.f, m_NearFarPlane[0], m_NearFarPlane[1]);
//return shad_proj;
shad_mvp = shad_proj * shad_modelview;
nv_mvp = shad_mvp;
for (int i = 0; i < 8; i++)
{
transf = nv_mvp * glm::vec4(shadow_cam.frustumCorners[i], 1.0f);
transf.x /= transf.w;
transf.y /= transf.w;
if (transf.x > maxX) maxX = transf.x;
if (transf.x < minX) minX = transf.x;
if (transf.y > maxY) maxY = transf.y;
if (transf.y < minY) minY = transf.y;
}
float scaleX = 2.0f / (maxX - minX);
float scaleY = 2.0f / (maxY - minY);
float offsetX = -0.5f*(maxX + minX)*scaleX;
float offsetY = -0.5f*(maxY + minY)*scaleY;
nv_mvp = glm::mat4();
nv_mvp[0][0] = scaleX;
nv_mvp[1][1] = scaleY;
nv_mvp[0][3] = offsetX;
nv_mvp[1][3] = offsetY;
glm::transpose(nv_mvp);
shad_crop = nv_mvp;
shad_crop *= shad_proj;
//return nv_mvp;
//return shad_crop;
return glm::mat4();
}
void ShadowPass::CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob)
void MakeShadowMap(glm::mat4 m, glm::mat4 v, glm::mat4 p, glm::vec3 light_dir)
{
//m_LightView = glm::lookAt(LightDirectionToPoint(directionalLightJob->Direction), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
//float shad_modelview[16];
m_LightProjection = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
glm::vec3 LightPoint = LightDirectionToPoint(directionalLightJob->Direction);
glDisable(GL_TEXTURE_2D);
float CameraDistance = scene.Camera->FarClip() - scene.Camera->NearClip();
float CameraPercentiles[3] = { 0.f, CameraDistance * 0.2f, CameraDistance * 0.65f };
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.f), light_dir, glm::vec3(-1.f, 0.f, 0.f));
glm::vec3 point = scene.Camera->Position() + (scene.Camera->Forward() * 30.f);
m_LightView = glm::lookAt(LightPoint + point, point, glm::vec3(0.f, 1.f, 0.f));
m_LightSpaceMatrix = m_LightProjection * m_LightView;
//scene.Camera->
glEnable(GL_TEXTURE_2D);
}
glm::mat4 ShadowPass::CalculateFrustum(RenderScene & scene, std::shared_ptr<DirectionalLightJob> directionalLightJob, glm::mat4& p, glm::mat4& v, ShadowCamera shad_cam)
{
p = glm::ortho(m_LRBT[Left], m_LRBT[Right], m_LRBT[Bottom], m_LRBT[Top], m_NearFarPlane[Near], m_NearFarPlane[Far]);
v = glm::lookAt(glm::vec3(0.f) + shad_cam.camera->Position(), glm::vec3(directionalLightJob->Direction) + shad_cam.camera->Position(), glm::vec3(-1.f, 0.f, 0.f));
return p * v;
}
void ShadowPass::InitializeFrameBuffers()
{
// glGenRenderbuffers(1, &m_DepthFBO);
// glBindRenderbuffer(GL_RENDERBUFFER, m_DepthFBO);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
// Depth texture
glGenTextures(1, &m_DepthMap);
glBindTexture(GL_TEXTURE_2D, m_DepthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth, resolutionSizeHeigth, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, 0, GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glGenTextures(m_CurrentNrOfSplits, m_DepthMap.data());
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
glBindTexture(GL_TEXTURE_2D, m_DepthMap[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth / (1 + i), resolutionSizeHeigth + (1 + i), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
//m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_COLOR_ATTACHMENT0)));
m_DepthBuffer.Generate();
m_DepthBuffer[i].AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap[i], GL_DEPTH_ATTACHMENT)));
m_DepthBuffer[i].Generate();
}
GLERROR("depthMap failed");
}
void ShadowPass::InitializeShaderPrograms()
@@ -135,74 +234,92 @@ void ShadowPass::InitializeShaderPrograms()
m_ShadowProgram->Link();
}
void ShadowPass::InitializeLightCameras()
{
//for (int i = 0; i < MAX_SPLITS; i++) {
// m_shadCams[i].camera = new Camera(1.f, );
// Camera.
//}
}
void ShadowPass::ClearBuffer()
{
m_DepthBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_DepthBuffer.Unbind();
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
m_DepthBuffer[i].Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_DepthBuffer[i].Unbind();
}
}
void ShadowPass::Draw(RenderScene & scene)
{
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::Checkbox("EnableShadow", &m_ShadowOn);
ImGui::DragInt("ShadowLevel", &m_ShadowLevel, 0.05f, 0, m_CurrentNrOfSplits - 1);
GLuint shaderHandle = m_ShadowProgram->GetHandle();
m_ShadowProgram->Bind();
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
m_shadCams[i].camera = new Camera(*scene.Camera);
//m_shadCams[i].frustumCorners = tempPoints;
}
glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
UpdateSplitDist(m_shadCams, scene.Camera->NearClip(), scene.Camera->FarClip());
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
m_shadCams[i].frustumCorners = UpdateFrustumPoints(m_shadCams[i].camera, m_shadCams[i].camera->Position(), m_shadCams[i].camera->Forward());
glCullFace(GL_FRONT);
//state->Disable(GL_CULL_FACE);
ShadowPassState* state = new ShadowPassState(m_DepthBuffer[i].GetHandle());
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::Checkbox("EnableShadow", &m_ShadowOn);
GLuint shaderHandle = m_ShadowProgram->GetHandle();
m_ShadowProgram->Bind();
if (m_ShadowOn == true)
{
for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
CalculateFrustum(scene, directionalLightJob);
glViewport(0, 0, resolutionSizeWidth / (1 + i), resolutionSizeHeigth);
glDisable(GL_TEXTURE_2D);
glCullFace(GL_FRONT);
//state->Disable(GL_CULL_FACE);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
//m_LightProjection = FindNewFrustum(m_shadCams[0], m_LightProjection, m_LightProjection);
GLERROR("ShadowLight ERROR");
if (m_ShadowOn == true)
{
for (auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
for (auto &objectJob : scene.OpaqueObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
if (directionalLightJob) {
m_LightSpaceMatrix = CalculateFrustum(scene, directionalLightJob, m_LightProjection, m_LightView, m_shadCams[i]);
m_LightProjection = FindNewFrustum(m_shadCams[i]);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView));
GLERROR("Shadow Draw ERROR");
GLERROR("ShadowLight ERROR");
}
}
for (auto &objectJob : scene.OpaqueObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
m_DepthBuffer.Unbind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
delete state;
}
}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glCullFace(GL_BACK);
m_ShadowProgram->Unbind();
//glm::mat4 proj_mat = ApplyCropMatrix(m_shadCams[0], modelJob->Matrix, m_LightView);
//glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(proj_mat));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
}
}
m_DepthBuffer[i].Unbind();
delete state;
}
}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glEnable(GL_TEXTURE_2D);
glCullFace(GL_BACK);
m_ShadowProgram->Unbind();
}
}