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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-18 19:39:20 +02:00
Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
This commit is contained in:
@@ -333,8 +333,10 @@ void opengl46_local_lights::gather_cab_lamp(gfx::geometrybank_manager const &Geo
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auto const lamp{glm::vec3{bounds.center.x, std::max(bounds.center.y, bounds.center.y + bounds.extent.y - 0.25f), bounds.center.z}};
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m_cablamp = light{};
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m_cablamp.position = vehicle->GetWorldPosition(glm::dvec3{lamp});
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m_cablampvehicle = vehicle;
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m_cablamplocal = lamp;
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m_cablamp.color = to_linear(vehicle->InteriorLight) * (level * Global.gfx_lights_cab_intensity);
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// within the cab: with no shadows the lamp would light the track below and the body of the vehicle around it
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// within the cab: without shadows (gfx.lights.shadows) the lamp would light the track below and the body of the vehicle around it
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m_cablamp.range = std::clamp(glm::length(bounds.extent) * 1.25f, 2.5f, 8.f);
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m_cablampon = (max_component(m_cablamp.color) > 0.f);
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}
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@@ -69,6 +69,15 @@ class opengl46_local_lights
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{
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return m_cablampon ? &m_cablamp : nullptr;
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}
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// the vehicle of the cab lamp and the position of the lamp in the space of its cab model (mdKabina), when the lamp is on
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TDynamicObject const *cab_lamp_vehicle() const
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{
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return m_cablampon ? m_cablampvehicle : nullptr;
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}
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glm::vec3 const &cab_lamp_local() const
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{
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return m_cablamplocal;
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}
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// counts of the last pass which wrote the lights to the light buffer: placed, and left out for the lack of room
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void placed(std::uint32_t const Placed, std::uint32_t const Dropped)
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{
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@@ -110,6 +119,8 @@ class opengl46_local_lights
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std::vector<light> m_lights;
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light m_cablamp;
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bool m_cablampon{false};
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TDynamicObject const *m_cablampvehicle{nullptr};
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glm::vec3 m_cablamplocal{0.f};
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std::unordered_map<TModel3d const *, bool> m_modellights; // whether the model has light points
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std::unordered_map<scene::basic_cell const *, cell_data> m_cells;
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std::unordered_map<TSubModel const *, section_data> m_sections; // compartments, by their submodel
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223
rendering/opengl46/opengl46localshadows.cpp
Normal file
223
rendering/opengl46/opengl46localshadows.cpp
Normal file
@@ -0,0 +1,223 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/opengl46/opengl46localshadows.h"
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#include "gl/framebuffer.h"
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#include "gl/ubo.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include "utilities/utilities.h"
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namespace
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{
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// near plane of the maps, metres. surfaces closer to the lamp (its own fitting) cast no shadow
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float const SHADOW_NEAR{0.15f};
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// uniform locations of shadowcube.geom
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GLint const NEAR_LOCATION{0};
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GLint const LAYER_LOCATION{1};
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// layer of the map of the cab lamp in the array
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int const CAB_SLOT{0};
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} // namespace
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opengl46_local_shadows::~opengl46_local_shadows()
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{
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release();
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if (m_empty != 0)
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glDeleteTextures(1, &m_empty);
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}
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void opengl46_local_shadows::init()
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{
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gl::shader vertex("shadowcube.vert");
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gl::shader geometry("shadowcube.geom");
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{
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gl::shader fragment("shadowmap.frag");
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m_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
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}
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{
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gl::shader fragment("alphashadowmap.frag");
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m_alpha_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
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}
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glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1i(*m_program, LAYER_LOCATION, CAB_SLOT * 6);
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glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, CAB_SLOT * 6);
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// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
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glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_empty);
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glTextureStorage3D(m_empty, 1, GL_DEPTH_COMPONENT32F, 1, 1, 6);
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glTextureParameteri(m_empty, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(m_empty, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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float const farthest{0.f};
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glClearTexImage(m_empty, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
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}
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opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
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{
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switch (Level)
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{
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case 1:
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return {512, 4, 0.f};
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case 2:
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return {1024, 2, 1.f};
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case 3:
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return {1024, 1, 2.f};
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default:
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return {0, 0, 0.f};
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}
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}
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void opengl46_local_shadows::allocate(int const Size)
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{
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release();
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if (Size <= 0)
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return;
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glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_texture);
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glTextureStorage3D(m_texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * (CAB_SLOT + 1));
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// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
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glTextureParameteri(m_texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(m_texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(m_texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(m_texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
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glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glCreateFramebuffers(1, &m_framebuffer);
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// all layers: the geometry shader picks the face
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glNamedFramebufferTexture(m_framebuffer, GL_DEPTH_ATTACHMENT, m_texture, 0);
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glNamedFramebufferDrawBuffer(m_framebuffer, GL_NONE);
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glNamedFramebufferReadBuffer(m_framebuffer, GL_NONE);
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if (glCheckNamedFramebufferStatus(m_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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ErrorLog("lamp shadow map framebuffer setup failed, the lamps have no shadows");
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release();
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Global.gfx_lights_shadows = 0;
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return;
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}
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m_size = Size;
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WriteLog("lamp shadow maps: " + std::to_string(Size) + " x " + std::to_string(Size) + " cube");
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}
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void opengl46_local_shadows::release()
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{
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if (m_framebuffer != 0)
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glDeleteFramebuffers(1, &m_framebuffer);
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if (m_texture != 0)
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glDeleteTextures(1, &m_texture);
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m_framebuffer = 0;
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m_texture = 0;
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m_size = 0;
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m_valid = false;
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}
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void opengl46_local_shadows::bind()
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{
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glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
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}
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bool opengl46_local_shadows::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp)
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{
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auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
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if (level != m_level)
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{
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m_level = level;
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auto const size{setup(level).size};
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if (size != m_size)
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allocate(size);
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m_valid = false;
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}
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if ((m_size == 0) || (Vehicle == nullptr) || (Cab == nullptr))
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{
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// with the lamp off nothing reads the map; once it is on again the cab may have changed
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m_valid = false;
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return false;
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}
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if ((false == m_valid) || (Vehicle != m_vehicle) || (Cab != m_cab) || (Lamp != m_lamp))
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{
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m_valid = false;
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}
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// the moving parts of the cab are followed every few frames
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if (m_valid && (Framestamp - m_drawnframe < setup(level).interval))
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{
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return false;
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}
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m_vehicle = Vehicle;
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m_cab = Cab;
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m_lamp = Lamp;
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m_drawnframe = Framestamp;
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return true;
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}
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void opengl46_local_shadows::begin()
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{
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m_cpustart = std::chrono::steady_clock::now();
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m_timer.begin();
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// the framebuffer is bound past the cache of gl::framebuffer, which end() resets
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gl::framebuffer::unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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glViewport(0, 0, m_size, m_size);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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// one sided walls of the cab face the lamp, they are to cast shadows as well
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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float const farthest{0.f};
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glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
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}
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void opengl46_local_shadows::end(std::uint32_t const Drawcalls)
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{
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glEnable(GL_CULL_FACE);
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gl::framebuffer::unbind();
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m_timer.end();
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m_valid = true;
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m_drawcalls = Drawcalls;
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++m_updatecount;
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auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
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m_cputime = (m_cputime == 0.0 ? elapsed : m_cputime * 0.9 + elapsed * 0.1);
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}
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glm::vec4 opengl46_local_shadows::weights() const
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{
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// a face spans twice the distance from the lamp
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return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
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}
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std::string opengl46_local_shadows::info_times()
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{
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std::string text;
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if (auto const time = m_timer.result())
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text += " lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
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return text;
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}
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std::string opengl46_local_shadows::info() const
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{
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if (m_size == 0)
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return "";
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return "\nlamp shadows: " + std::to_string(m_size) + " cube, " + (m_valid ? "cab lamp" : "none") + ", " + std::to_string(m_drawcalls) + " drawcalls, cpu " + to_string(m_cputime, 2) +
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" ms";
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}
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void opengl46_local_shadows::draw_debug_ui()
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{
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char const *levels[]{"no", "low (512, every 4th frame)", "medium (1024, every 2nd frame)", "high (1024, every frame, softer)"};
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ImGui::Combo("lamp shadows (gfx.lights.shadows)", &Global.gfx_lights_shadows, levels, IM_ARRAYSIZE(levels));
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if (m_size == 0)
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return;
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ImGui::Text("cube %d x %d, %s, drawn %u times, %u drawcalls, %.2f ms (cpu)", m_size, m_size, m_valid ? "cab lamp" : "no lamp", m_updatecount, m_drawcalls, m_cputime);
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}
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106
rendering/opengl46/opengl46localshadows.h
Normal file
106
rendering/opengl46/opengl46localshadows.h
Normal file
@@ -0,0 +1,106 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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||||
distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
|
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*/
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#pragma once
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#include <array>
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#include <chrono>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include "gl/shader.h"
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#include "gl/query.h"
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class TDynamicObject;
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class TModel3d;
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// cube shadow maps of the lamps of the opengl 4.6 renderer (Global.gfx_lights_shadows). for now one map, of the lamp of the
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// occupied cab, with the shadows cast by the cab (the model drawn by Render_cab()).
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// the map is kept in the space of the cab model, centred on the lamp: it stays right while the vehicle moves and turns, and is
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// drawn anew only every few frames (for the moving parts of the cab: levers, doors, wipers) or when the lamp, the cab or the
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// level change. the six faces are drawn at once, by a geometry shader (shadowcube.vert/.geom), so the cab costs one draw call
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// per submodel, as in the colour pass. the depth is n / d (d the distance along the axis of the face), see local_light_shadow()
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// in light_common.glsl, which reads the map for the light with the layer in its headlight_weights.x
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class opengl46_local_shadows
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{
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public:
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opengl46_local_shadows() = default;
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~opengl46_local_shadows();
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opengl46_local_shadows(const opengl46_local_shadows &) = delete;
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opengl46_local_shadows &operator=(const opengl46_local_shadows &) = delete;
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// creates the programs and the stand-in map. throws gl::shader_exception
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void init();
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// puts the map (or the stand-in, which shadows nothing) on its texture unit, gl::LOCAL_SHADOW_TEX. once per context and frame
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void bind();
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// whether the map of the cab lamp is to be drawn in this frame: Vehicle and Cab the occupied vehicle and its cab model,
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// Lamp the position of the lamp in the space of the cab model; Vehicle nullptr when the lamp is off. (re)makes the map to
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// the size of the level when the level changed
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bool update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp);
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// sets up the drawing to the map: the framebuffer, viewport, cleared faces, the state of the faces. the geometry is to be
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// drawn with program() and a modelview from the space of the model to the space of the map
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void begin();
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// ends the drawing to the map, leaves the default framebuffer bound and the culling of faces on
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void end(std::uint32_t const Drawcalls);
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// shadow program of the cube maps, of the alpha tested materials when Alpha
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gl::program &program(bool const Alpha)
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{
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return Alpha ? *m_alpha_program : *m_program;
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}
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// whether the map holds the shadows of the lamp of Vehicle, the occupied vehicle
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bool ready(TDynamicObject const *Vehicle) const
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{
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return m_valid && (Vehicle != nullptr) && (Vehicle == m_vehicle);
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}
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// position of the lamp the map was drawn for, in the space of the cab model
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glm::vec3 const &lamp() const
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{
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return m_lamp;
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}
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// the headlight_weights of the light which reads the map: layer, near plane, size of a texel one metre from the lamp,
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// radius of the filter in texels
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glm::vec4 weights() const;
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// lines for the gpu times and statistics of the debug panel
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std::string info_times();
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std::string info() const;
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// controls for the debug window
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void draw_debug_ui();
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private:
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// size, refresh interval (frames) and filter radius (texels, 0: the 2x2 filter of the hardware) of a level
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struct level_setup
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{
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int size;
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unsigned int interval;
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float radius;
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};
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static level_setup setup(int const Level);
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void allocate(int const Size);
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void release();
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std::unique_ptr<gl::program> m_program;
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std::unique_ptr<gl::program> m_alpha_program;
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GLuint m_texture{0}; // cube map array, one cube
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GLuint m_empty{0}; // stand-in: a cube map array of 1x1 faces with the farthest depth
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GLuint m_framebuffer{0};
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int m_size{0}; // of a face of m_texture, 0 when there is none
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int m_level{-1}; // level the map was made for
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bool m_valid{false}; // m_texture holds the map of m_vehicle
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TDynamicObject const *m_vehicle{nullptr};
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TModel3d const *m_cab{nullptr};
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glm::vec3 m_lamp{0.f};
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unsigned int m_drawnframe{0}; // framestamp the map was last drawn in
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gl::gpu_timer m_timer;
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// statistics
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std::uint32_t m_drawcalls{0}; // of the last drawing of the map
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std::uint32_t m_updatecount{0}; // drawings of the map so far
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double m_cputime{0.0}; // milliseconds, smoothed
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std::chrono::steady_clock::time_point m_cpustart;
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};
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@@ -191,6 +191,7 @@ bool opengl46_renderer::Init(GLFWwindow *Window)
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m_instancecull.init();
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m_exposure.init();
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m_ao.init();
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m_localshadows.init();
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}
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catch (gl::shader_exception const &e)
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{
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@@ -723,6 +724,7 @@ void opengl46_renderer::SwapBuffers()
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m_debugtimestext += m_exposure.info_times();
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m_debugtimestext += m_ao.info_times();
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m_debugtimestext += m_instancecull.info_times();
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m_debugtimestext += m_localshadows.info_times();
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m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
|
||||
if( DebugModeFlag )
|
||||
m_debugtimestext += m_textures.info();
|
||||
@@ -765,6 +767,7 @@ void opengl46_renderer::SwapBuffers()
|
||||
+ " (" + std::to_string( m_lights_dropped ) + " over capacity), "
|
||||
+ ( Global.gfx_lights_clustered ? "clustered" : "first " + std::to_string( std::max( Global.DynamicLightCount, 0 ) ) )
|
||||
+ "\n" + m_locallights.info()
|
||||
+ m_localshadows.info()
|
||||
+ m_instancecull.info();
|
||||
if( auto const cullstats = ( m_viewports.empty() || !( Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap ) ? std::nullopt : m_viewports.front()->clusters->stats() ) ) {
|
||||
m_debugstatstext +=
|
||||
@@ -813,6 +816,8 @@ void opengl46_renderer::draw_debug_ui()
|
||||
}
|
||||
ImGui::Separator();
|
||||
m_locallights.draw_debug_ui();
|
||||
ImGui::Separator();
|
||||
m_localshadows.draw_debug_ui();
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
@@ -931,6 +936,8 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
|
||||
setup_shadow_empty_map();
|
||||
setup_env_map(nullptr);
|
||||
// the cube shadow maps of the lamps, or the stand-in for them
|
||||
m_localshadows.bind();
|
||||
|
||||
if (Global.gfx_shadowmap_enabled && vp.main)
|
||||
{
|
||||
@@ -959,6 +966,9 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
|
||||
setup_env_map(m_env_tex.get());
|
||||
}
|
||||
|
||||
if (vp.main)
|
||||
Render_local_shadows();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
setup_drawing(false);
|
||||
@@ -2478,12 +2488,21 @@ void opengl46_renderer::Bind_Material_Shadow(material_handle const Material)
|
||||
if (material.textures[0] != null_handle)
|
||||
{
|
||||
m_textures.bind(0, material.textures[0]);
|
||||
m_alpha_shadow_shader->bind();
|
||||
if (m_cubeshadows)
|
||||
m_localshadows.program(true).bind();
|
||||
else
|
||||
m_alpha_shadow_shader->bind();
|
||||
}
|
||||
else if (m_cubeshadows) {
|
||||
m_localshadows.program(false).bind();
|
||||
}
|
||||
else {
|
||||
m_shadow_shader->bind();
|
||||
}
|
||||
}
|
||||
else if (m_cubeshadows) {
|
||||
m_localshadows.program(false).bind();
|
||||
}
|
||||
else {
|
||||
m_shadow_shader->bind();
|
||||
}
|
||||
@@ -6138,8 +6157,22 @@ void opengl46_renderer::Update_Lights(light_array &Lights, bool const Headlights
|
||||
m_cablamplit = false;
|
||||
if( locallights ) {
|
||||
if( auto const *lamp{ m_locallights.cab_lamp() } ) {
|
||||
Write_Local_Light( light_data.lights[ light_i++ ], *lamp, camera, mv );
|
||||
auto &light{ light_data.lights[ light_i++ ] };
|
||||
Write_Local_Light( light, *lamp, camera, mv );
|
||||
m_cablamplit = true;
|
||||
auto const *vehicle{ m_locallights.cab_lamp_vehicle() };
|
||||
if( m_localshadows.ready( vehicle ) ) {
|
||||
// view space to the space of the map: the space of the cab model, with the lamp at the origin. the vehicle is
|
||||
// where it is now, the map stays right as it moves
|
||||
auto const toworld{ glm::dmat4{ glm::transpose( glm::mat3{ mv } ) } };
|
||||
auto const tomap{
|
||||
glm::translate( glm::dmat4{ 1.0 }, -glm::dvec3{ m_localshadows.lamp() } )
|
||||
* glm::inverse( vehicle->mMatrix )
|
||||
* glm::translate( glm::dmat4{ 1.0 }, camera - vehicle->GetPosition() )
|
||||
* toworld };
|
||||
light.headlight_projection = glm::mat4{ tomap };
|
||||
light.headlight_weights = m_localshadows.weights();
|
||||
}
|
||||
}
|
||||
}
|
||||
auto const headlightsstart{light_i};
|
||||
@@ -6311,7 +6344,32 @@ void opengl46_renderer::Write_Local_Light(gl::light_element &Light, opengl46_loc
|
||||
Light.linear = 0.0f;
|
||||
Light.quadratic = 1.0f / sq(std::max(Source.range, 0.01f));
|
||||
Light.headlight_projection = glm::mat4{1.0f};
|
||||
Light.headlight_weights = glm::vec4{0.0f};
|
||||
// no shadow map
|
||||
Light.headlight_weights = glm::vec4{-1.0f, 0.0f, 0.0f, 0.0f};
|
||||
}
|
||||
|
||||
void opengl46_renderer::Render_local_shadows()
|
||||
{
|
||||
// only the light buffers with the lamps read the maps
|
||||
auto const *vehicle{Global.gfx_lights_clustered ? m_locallights.cab_lamp_vehicle() : nullptr};
|
||||
if (false == m_localshadows.update_wanted(vehicle, (vehicle != nullptr ? vehicle->mdKabina : nullptr), m_locallights.cab_lamp_local(), m_framestamp))
|
||||
return;
|
||||
|
||||
glDebug("render lamp shadows");
|
||||
// the cab drawn by the shadow pass, with the programs of the cube map. the camera is put at the vehicle, which Render_cab()
|
||||
// places the cab relative to, and the modelview takes the cab model to the space of the map
|
||||
m_renderpass.draw_mode = rendermode::shadows;
|
||||
m_renderpass.pass_camera.position() = vehicle->GetPosition();
|
||||
m_renderpass.draw_stats = {};
|
||||
OpenGLMatrices.mode(GL_MODELVIEW);
|
||||
OpenGLMatrices.load_matrix(glm::mat4{glm::translate(glm::dmat4{1.0}, -glm::dvec3{m_localshadows.lamp()}) * glm::inverse(vehicle->mMatrix)});
|
||||
m_localshadows.begin();
|
||||
m_cubeshadows = true;
|
||||
Render_cab(vehicle, 0.0f, false);
|
||||
m_cubeshadows = false;
|
||||
m_localshadows.end(static_cast<std::uint32_t>(m_renderpass.draw_stats.drawcalls));
|
||||
m_renderpass = m_colorpass;
|
||||
glPolygonMode(GL_FRONT_AND_BACK, Global.bWireFrame ? GL_LINE : GL_FILL);
|
||||
}
|
||||
|
||||
void opengl46_renderer::Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize)
|
||||
|
||||
@@ -36,6 +36,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "rendering/opengl46/opengl46exposure.h"
|
||||
#include "rendering/opengl46/opengl46ao.h"
|
||||
#include "rendering/opengl46/opengl46locallights.h"
|
||||
#include "rendering/opengl46/opengl46localshadows.h"
|
||||
#include "rendering/opengl46/opengl46instancecull.h"
|
||||
|
||||
// bare-bones render controller, in lack of anything better yet
|
||||
@@ -300,6 +301,8 @@ class opengl46_renderer : public gfx_renderer {
|
||||
void Render_pass(viewport_config &vp, rendermode const Mode);
|
||||
// creates dynamic environment cubemap
|
||||
bool Render_reflections(viewport_config &vp);
|
||||
// draws the cube shadow maps of the lamps which need it in this frame (the cab lamp: the cab)
|
||||
void Render_local_shadows();
|
||||
bool Render(world_environment *Environment);
|
||||
void Render(scene::basic_region *Region);
|
||||
void Render(section_sequence::iterator First, section_sequence::iterator Last);
|
||||
@@ -507,6 +510,10 @@ class opengl46_renderer : public gfx_renderer {
|
||||
opengl46_local_lights m_locallights;
|
||||
// the last Update_Lights() placed the cab lamp in the light buffer: the cab is lit by it, not by an addition to the ambient light
|
||||
bool m_cablamplit = false;
|
||||
// cube shadow maps of the lamps
|
||||
opengl46_local_shadows m_localshadows;
|
||||
// the shadow pass draws to a cube shadow map, with the programs of m_localshadows
|
||||
bool m_cubeshadows = false;
|
||||
|
||||
double m_precipitationrotation;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user