diff --git a/docs/clustered-lighting.md b/docs/clustered-lighting.md index 7f7c715d..3a5535e4 100644 --- a/docs/clustered-lighting.md +++ b/docs/clustered-lighting.md @@ -86,7 +86,9 @@ reverse-Z with the far plane at infinity, so the `znear` / `zfar` of the pass bo `cluster_cull.comp` handles one cluster per invocation and goes through `lights[1 .. lights_total)`. - A light's reach is the distance where its brightest possible contribution falls under `MIN_CONTRIBUTION` - (1/1024) of the display range, at most `MAX_RANGE` (1000 m, as the 1 km filter on the CPU). Headlights are tested against + (1/1024) of the display range. There is no fixed limit on top of that: the 1 km filter on the CPU is the distance + of a light from the camera, and the shading lights a surface at any distance, so a headlight without falloff + reaches every cluster in its beam. Headlights are tested against that sphere and against the frustum of their projection (four side planes and the near plane, with 5 cm of margin); point lights against a sphere; spot lights against a sphere and a cone; directional lights reach everything. - A cluster takes up to 64 lights. The ones that come first in `lights[]` win, which is the order from diff --git a/rendering/opengl46/opengl46renderer.cpp b/rendering/opengl46/opengl46renderer.cpp index 5250f5c7..ece06d0d 100644 --- a/rendering/opengl46/opengl46renderer.cpp +++ b/rendering/opengl46/opengl46renderer.cpp @@ -464,6 +464,10 @@ bool opengl46_renderer::init_viewport(viewport_config &vp) light_ssbo->bind_base(); vp.clusters = std::make_unique(); + // the material shaders declare the cluster blocks whether they read them or not, and drawing with an active storage + // block without a buffer behind it is undefined. the context starts with these buffers in place; every pass which + // uses a grid binds its own + vp.clusters->bind(); if (!Global.gfx_skippipeline) { @@ -941,7 +945,8 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode) // the environment map is drawn in auto const clusterlists{ Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap }; if( clusterlists ) { - Update_Clusters( vp ); + // the tiles are laid over what the scene is drawn to: the buffers of the viewport, or the window itself without the post processing pipeline + Update_Clusters( vp, Global.gfx_skippipeline ? target_size : glm::ivec2{ vp.width, vp.height } ); } Update_Lights( simulation::Lights, true, Global.gfx_lights_clustered && vp.clusters->valid() ); if( clusterlists ) { @@ -6086,14 +6091,14 @@ void opengl46_renderer::Update_Lights(light_array &Lights, bool const Headlights light_ssbo->update(&light_data, 0, offsetof(gl::light_data, lights) + sizeof(gl::light_element) * light_i); } -void opengl46_renderer::Update_Clusters(viewport_config &vp) +void opengl46_renderer::Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize) { glDebug("Update_Clusters"); auto &grid{*vp.clusters}; grid.bind(); // the boxes of the clusters depend only on the projection and the depth range, so they are rebuilt only when those change - if (grid.update(OpenGLMatrices.data(GL_PROJECTION), m_renderpass.znear, m_renderpass.zfar, glm::vec2{static_cast(vp.width), static_cast(vp.height)})) + if (grid.update(OpenGLMatrices.data(GL_PROJECTION), m_renderpass.znear, m_renderpass.zfar, glm::vec2{Targetsize})) { m_clusterstimer.begin(); grid.build(*m_cluster_build_shader); diff --git a/rendering/opengl46/opengl46renderer.h b/rendering/opengl46/opengl46renderer.h index a9c2e962..a54bf4ae 100644 --- a/rendering/opengl46/opengl46renderer.h +++ b/rendering/opengl46/opengl46renderer.h @@ -345,8 +345,9 @@ class opengl46_renderer : public gfx_renderer { // unless Headlights is false, as in the pass which draws the environment map, where lights of vehicles would only get baked into the map. // Clustered tells the shading to take the headlights from the lists of the clusters (see Cull_Lights()) and not to go through the first few void Update_Lights(light_array &Lights, bool const Headlights = true, bool const Clustered = false); - // brings the light cluster grid of the viewport up to date with the projection of the color pass being drawn - void Update_Clusters(viewport_config &vp); + // brings the light cluster grid of the viewport up to date with the projection of the color pass being drawn. + // Targetsize is the size in pixels of what the pass draws to, which gl_FragCoord of the shading counts in + void Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize); // assigns the lights set up by Update_Lights() to the clusters of the viewport; run after it, before the scene is drawn void Cull_Lights(viewport_config &vp); // debug view: tints the finished image of the viewport with the cluster of every pixel. Target is the framebuffer