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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 10:19:20 +02:00

Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer

This commit is contained in:
2026-10-16 11:32:45 +02:00
parent 06d7b9e9f0
commit 2f0a06b98e
12 changed files with 665 additions and 75 deletions

View File

@@ -220,7 +220,9 @@ void opengl46_local_lights::gather_instance(TAnimModel *Instance, glm::dvec3 con
auto const count{m_lights.size()};
auto const placement{glm::translate(glm::dmat4{1.0}, Instance->location()) * glm::dmat4{Instance->rotation_scale()}};
m_walkowner = Instance;
walk(Instance->pModel->Root, glm::mat4{1.f}, placement, Brightness);
m_walkowner = nullptr;
m_scenerycount += static_cast<std::uint32_t>(m_lights.size() - count);
}
@@ -401,6 +403,11 @@ void opengl46_local_lights::add_light_point(TSubModel const &Submodel, glm::mat4
lightpoint.cos_outer = std::clamp(Submodel.fCosFalloffAngle, -1.f, 0.999f);
lightpoint.cos_inner = std::clamp(std::max(Submodel.fCosHotspotAngle, lightpoint.cos_outer + 0.05f), lightpoint.cos_outer + 0.001f, 1.f);
lightpoint.range = light_range(color);
if (m_walkowner != nullptr)
{
lightpoint.owner = m_walkowner;
lightpoint.part = &Submodel;
}
m_lights.emplace_back(lightpoint);
}

View File

@@ -47,6 +47,10 @@ class opengl46_local_lights
float cos_outer{-1.f}; // cosine of the half angle of the cone; not above 0: the light is not limited to a cone
float cos_inner{-1.f}; // cosine of the half angle within which the light is at its full brightness; above cos_outer
float range{0.f}; // distance at which the light ends, metres
// light point of a scenery model: the instance and the submodel it comes from, which name the lamp from frame to frame
// (opengl46_local_shadows keeps the shadow maps of scenery lamps by them). nullptr for the other lights
void const *owner{nullptr};
void const *part{nullptr};
};
opengl46_local_lights() = default;
@@ -125,6 +129,7 @@ class opengl46_local_lights
std::unordered_map<scene::basic_cell const *, cell_data> m_cells;
std::unordered_map<TSubModel const *, section_data> m_sections; // compartments, by their submodel
std::unordered_map<TModel3d const *, section_data> m_models; // bounds of cab models
TAnimModel const *m_walkowner{nullptr}; // scenery instance whose light points walk() goes through; nullptr for vehicles
bool m_editorseen{false}; // the editor was on in the last frame: the instance lists of the cells may have changed
// statistics
std::uint32_t m_scenerycount{0};

View File

@@ -26,12 +26,65 @@ GLint const NEAR_LOCATION{0};
GLint const LAYER_LOCATION{1};
// layer of the map of the cab lamp in the array
int const CAB_SLOT{0};
// a lamp which moved farther than this (an animated submodel) has its scenery drawn anew, metres
double const LAMP_MOVED{0.01};
// lamps with a shorter reach aren't worth a map, metres
float const LAMP_RANGE_MIN{1.f};
// cube map array of depth maps compared to the reference, one level, Cubes cubes of Size x Size faces
GLuint make_cube_array(int const Size, int const Cubes)
{
GLuint texture{0};
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &texture);
glTextureStorage3D(texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * Cubes);
// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
glTextureParameteri(texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
return texture;
}
// framebuffer drawing to all layers of the depth texture (the geometry shader picks the face); 0 if it can't be made
GLuint make_framebuffer(GLuint const Texture)
{
GLuint framebuffer{0};
glCreateFramebuffers(1, &framebuffer);
glNamedFramebufferTexture(framebuffer, GL_DEPTH_ATTACHMENT, Texture, 0);
glNamedFramebufferDrawBuffer(framebuffer, GL_NONE);
glNamedFramebufferReadBuffer(framebuffer, GL_NONE);
if (glCheckNamedFramebufferStatus(framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteFramebuffers(1, &framebuffer);
return 0;
}
return framebuffer;
}
// the state of the drawing to a cube map
void setup_drawing(GLuint const Framebuffer, int const Size)
{
// the framebuffer is bound past the cache of gl::framebuffer, which the end of the drawing resets
gl::framebuffer::unbind();
glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer);
glViewport(0, 0, Size, Size);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// one sided walls (of cabs, of buildings) face the lamp, they are to cast shadows as well
glDisable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
} // namespace
opengl46_local_shadows::~opengl46_local_shadows()
{
release();
release_lamps();
if (m_empty != 0)
glDeleteTextures(1, &m_empty);
}
@@ -50,8 +103,7 @@ void opengl46_local_shadows::init()
}
glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
glProgramUniform1i(*m_program, LAYER_LOCATION, CAB_SLOT * 6);
glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, CAB_SLOT * 6);
set_layer(CAB_SLOT * 6);
// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_empty);
@@ -64,18 +116,24 @@ void opengl46_local_shadows::init()
glClearTexImage(m_empty, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
}
void opengl46_local_shadows::set_layer(int const Layer)
{
glProgramUniform1i(*m_program, LAYER_LOCATION, Layer);
glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, Layer);
}
opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
{
switch (Level)
{
case 1:
return {512, 4, 0.f};
return {512, 4, 0.f, 1};
case 2:
return {1024, 2, 1.f};
return {1024, 2, 1.f, 1};
case 3:
return {1024, 1, 2.f};
return {1024, 1, 2.f, 2};
default:
return {0, 0, 0.f};
return {0, 0, 0.f, 0};
}
}
@@ -84,23 +142,9 @@ void opengl46_local_shadows::allocate(int const Size)
release();
if (Size <= 0)
return;
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_texture);
glTextureStorage3D(m_texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * (CAB_SLOT + 1));
// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
glTextureParameteri(m_texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(m_texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glCreateFramebuffers(1, &m_framebuffer);
// all layers: the geometry shader picks the face
glNamedFramebufferTexture(m_framebuffer, GL_DEPTH_ATTACHMENT, m_texture, 0);
glNamedFramebufferDrawBuffer(m_framebuffer, GL_NONE);
glNamedFramebufferReadBuffer(m_framebuffer, GL_NONE);
if (glCheckNamedFramebufferStatus(m_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
m_texture = make_cube_array(Size, CAB_SLOT + 1);
m_framebuffer = make_framebuffer(m_texture);
if (m_framebuffer == 0)
{
ErrorLog("lamp shadow map framebuffer setup failed, the lamps have no shadows");
release();
@@ -123,9 +167,44 @@ void opengl46_local_shadows::release()
m_valid = false;
}
void opengl46_local_shadows::allocate_lamps(int const Count, int const Size)
{
release_lamps();
if ((Count <= 0) || (Size <= 0))
return;
// the scenery parts and the working copies
m_lampstexture = make_cube_array(Size, 2 * Count);
m_lampsframebuffer = make_framebuffer(m_lampstexture);
if (m_lampsframebuffer == 0)
{
ErrorLog("scenery lamp shadow map framebuffer setup failed, the scenery lamps have no shadows");
release_lamps();
Global.gfx_lights_shadows_lamps = 0;
return;
}
m_lampssize = Size;
m_slots.assign(static_cast<std::size_t>(Count), lamp_slot{});
WriteLog("scenery lamp shadow maps: " + std::to_string(Count) + " x " + std::to_string(Size) + " x " + std::to_string(Size) + " cube (" +
std::to_string(2 * Count * 6 * Size / 1024 * Size * 4 / 1024) + " MB)");
}
void opengl46_local_shadows::release_lamps()
{
if (m_lampsframebuffer != 0)
glDeleteFramebuffers(1, &m_lampsframebuffer);
if (m_lampstexture != 0)
glDeleteTextures(1, &m_lampstexture);
m_lampsframebuffer = 0;
m_lampstexture = 0;
m_lampssize = 0;
m_slots.clear();
m_wanted.clear();
}
void opengl46_local_shadows::bind()
{
glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
glBindTextureUnit(gl::LOCAL_SHADOW_LAMPS_TEX, (m_lampstexture != 0) ? m_lampstexture : m_empty);
}
bool opengl46_local_shadows::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp)
@@ -165,16 +244,8 @@ void opengl46_local_shadows::begin()
{
m_cpustart = std::chrono::steady_clock::now();
m_timer.begin();
// the framebuffer is bound past the cache of gl::framebuffer, which end() resets
gl::framebuffer::unbind();
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glViewport(0, 0, m_size, m_size);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// one sided walls of the cab face the lamp, they are to cast shadows as well
glDisable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
set_layer(CAB_SLOT * 6);
setup_drawing(m_framebuffer, m_size);
float const farthest{0.f};
glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
}
@@ -197,27 +268,253 @@ glm::vec4 opengl46_local_shadows::weights() const
return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
}
void opengl46_local_shadows::update_lamps(std::vector<opengl46_local_lights::light> const &Lights, glm::dvec3 const &Camera, std::uint64_t const Version, unsigned int const Framestamp)
{
m_frame = Framestamp;
m_wanted.clear();
auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
auto const count{level > 0 ? Global.gfx_lights_shadows_lamps : 0};
auto const size{count > 0 ? Global.gfx_lights_shadows_lamps_size : 0};
if ((static_cast<std::size_t>(count) != m_slots.size()) || (size != m_lampssize))
{
allocate_lamps(count, size);
}
if (m_slots.empty())
{
return;
}
m_sceneryleft = setup(level).sceneryperframe;
auto const reach{static_cast<double>(Global.gfx_lights_shadows_lamps_range)};
// the lights come the most important first: the first ones within reach get the slots
std::vector<opengl46_local_lights::light const *> picked;
for (auto const &light : Lights)
{
if (picked.size() >= m_slots.size())
{
break;
}
if ((light.owner == nullptr) || (light.range < LAMP_RANGE_MIN) || (glm::length(light.position - Camera) > reach))
{
continue;
}
picked.emplace_back(&light);
}
// lamps which already have a slot keep it
std::vector<opengl46_local_lights::light const *> unplaced;
for (auto const *light : picked)
{
auto placed{false};
for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
{
auto &slot{m_slots[idx]};
if ((slot.owner == light->owner) && (slot.part == light->part) && (slot.wantedframe != Framestamp))
{
if (glm::length(slot.position - light->position) > LAMP_MOVED)
{
slot.scenery = false;
slot.vehicles = false;
}
slot.position = light->position;
slot.range = light->range;
slot.wantedframe = Framestamp;
m_wanted.emplace_back(idx);
placed = true;
break;
}
}
if (false == placed)
{
unplaced.emplace_back(light);
}
}
// the others take the slots of lamps no longer picked
for (auto const *light : unplaced)
{
for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
{
auto &slot{m_slots[idx]};
if (slot.wantedframe == Framestamp)
{
continue;
}
slot = lamp_slot{};
slot.owner = light->owner;
slot.part = light->part;
slot.position = light->position;
slot.range = light->range;
slot.wantedframe = Framestamp;
m_wanted.emplace_back(idx);
break;
}
}
// the scene changed (events, the editor): the scenery parts are out of date
for (auto &slot : m_slots)
{
if (slot.scenery && (slot.version != Version))
{
slot.scenery = false;
slot.vehicles = false;
}
}
}
void opengl46_local_shadows::reset_lamps()
{
for (auto &slot : m_slots)
{
slot = lamp_slot{};
}
m_wanted.clear();
}
bool opengl46_local_shadows::scenery_wanted(std::size_t const Slot)
{
if (m_slots[Slot].scenery || (m_sceneryleft <= 0))
{
return false;
}
--m_sceneryleft;
return true;
}
bool opengl46_local_shadows::vehicles_wanted(std::size_t const Slot, unsigned int const Framestamp) const
{
auto const &slot{m_slots[Slot]};
return slot.scenery && ((false == slot.vehicles) || (Framestamp - slot.vehiclesframe >= setup(m_level).interval));
}
void opengl46_local_shadows::begin_lamp(std::size_t const Slot, bool const Vehicles, std::uint64_t const Version, unsigned int const Framestamp)
{
auto &slot{m_slots[Slot]};
auto const scenerycube{static_cast<int>(Slot)};
auto const workingcube{static_cast<int>(m_slots.size() + Slot)};
if (Vehicles)
{
// the vehicles go over the scenery
glCopyImageSubData(m_lampstexture, GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, scenerycube * 6, m_lampstexture, GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, workingcube * 6, m_lampssize, m_lampssize, 6);
slot.vehicles = true;
slot.vehiclesframe = Framestamp;
++m_lampsvehicles;
}
else
{
float const farthest{0.f};
glClearTexSubImage(m_lampstexture, 0, 0, 0, scenerycube * 6, m_lampssize, m_lampssize, 6, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
slot.scenery = true;
slot.version = Version;
slot.vehicles = false;
++m_lampsscenery;
}
set_layer((Vehicles ? workingcube : scenerycube) * 6);
setup_drawing(m_lampsframebuffer, m_lampssize);
}
void opengl46_local_shadows::end_lamp(std::uint32_t const Drawcalls)
{
glEnable(GL_CULL_FACE);
gl::framebuffer::unbind();
set_layer(CAB_SLOT * 6);
m_lampsframedrawcalls += Drawcalls;
}
void opengl46_local_shadows::lamps_timer_begin()
{
m_lampsframedrawcalls = 0;
m_cpustart = std::chrono::steady_clock::now();
m_lampstimer.begin();
m_lampstiming = true;
}
void opengl46_local_shadows::lamps_timer_end()
{
if (false == m_lampstiming)
{
return;
}
m_lampstimer.end();
m_lampstiming = false;
m_lampsdrawcalls = m_lampsframedrawcalls;
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
m_lampscputime = (m_lampscputime == 0.0 ? elapsed : m_lampscputime * 0.9 + elapsed * 0.1);
}
opengl46_local_shadows::lamp_slot const *opengl46_local_shadows::lamp(opengl46_local_lights::light const &Light, std::size_t &Slot) const
{
if (Light.owner == nullptr)
{
return nullptr;
}
for (auto const idx : m_wanted)
{
auto const &slot{m_slots[idx]};
if ((slot.owner == Light.owner) && (slot.part == Light.part))
{
if (false == slot.scenery)
{
return nullptr;
}
Slot = idx;
return &slot;
}
}
return nullptr;
}
glm::vec4 opengl46_local_shadows::lamp_weights(std::size_t const Slot) const
{
auto const cube{m_slots[Slot].vehicles ? m_slots.size() + Slot : Slot};
return glm::vec4{static_cast<float>(cube), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_lampssize, 1)), setup(m_level).radius};
}
std::string opengl46_local_shadows::info_times()
{
std::string text;
if (auto const time = m_timer.result())
text += " lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
if (auto const time = m_lampstimer.result())
text += " scenery lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
return text;
}
std::string opengl46_local_shadows::info() const
{
if (m_size == 0)
return "";
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) +
" ms";
std::string text;
if (m_size != 0)
{
text += "\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) +
" ms";
}
if (false == m_slots.empty())
{
auto withvehicles{0};
auto ready{0};
for (auto const idx : m_wanted)
{
ready += (m_slots[idx].scenery ? 1 : 0);
withvehicles += (m_slots[idx].vehicles ? 1 : 0);
}
text += "\nscenery lamp shadows: " + std::to_string(m_wanted.size()) + " of " + std::to_string(m_slots.size()) + " slots (" + std::to_string(ready) + " ready, " +
std::to_string(withvehicles) + " with vehicles), drawn " + std::to_string(m_lampsscenery) + " scenery + " + std::to_string(m_lampsvehicles) + " vehicles, " +
std::to_string(m_lampsdrawcalls) + " drawcalls, cpu " + to_string(m_lampscputime, 2) + " ms";
}
return text;
}
void opengl46_local_shadows::draw_debug_ui()
{
char const *levels[]{"no", "low (512, every 4th frame)", "medium (1024, every 2nd frame)", "high (1024, every frame, softer)"};
ImGui::Combo("lamp shadows (gfx.lights.shadows)", &Global.gfx_lights_shadows, levels, IM_ARRAYSIZE(levels));
if (m_size == 0)
return;
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);
if (m_size != 0)
{
ImGui::Text("cab: 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);
}
ImGui::SliderInt("scenery lamps with shadows (gfx.lights.shadows.lamps)", &Global.gfx_lights_shadows_lamps, 0, 32);
ImGui::SliderFloat("their reach from the camera, m (.lamps.range)", &Global.gfx_lights_shadows_lamps_range, 0.f, 500.f);
ImGui::SliderFloat("vehicles casting them, from the camera, m (.vehicles.range)", &Global.gfx_lights_shadows_vehicles_range, 0.f, 500.f);
if (false == m_slots.empty())
{
auto const text{info()};
auto const line{text.rfind('\n')};
ImGui::TextUnformatted(text.c_str() + (line == std::string::npos ? 0 : line + 1));
}
}

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@@ -14,20 +14,28 @@ http://mozilla.org/MPL/2.0/.
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include "gl/shader.h"
#include "gl/query.h"
#include "rendering/opengl46/opengl46locallights.h"
class TDynamicObject;
class TModel3d;
// 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
// occupied cab, with the shadows cast by the cab (the model drawn by Render_cab()).
// 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
// drawn anew only every few frames (for the moving parts of the cab: levers, doors, wipers) or when the lamp, the cab or the
// level change. the six faces are drawn at once, by a geometry shader (shadowcube.vert/.geom), so the cab costs one draw call
// 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()
// in light_common.glsl, which reads the map for the light with the layer in its headlight_weights.x
// cube shadow maps of the lamps of the opengl 4.6 renderer (Global.gfx_lights_shadows):
// - the lamp of the occupied cab, with the shadows cast by the cab (the model drawn by Render_cab()). 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 drawn anew only every few frames
// (for the moving parts of the cab: levers, doors, wipers) or when the lamp, the cab or the level change;
// - the lamps of scenery models closest to the camera (Global.gfx_lights_shadows_lamps of them, within
// Global.gfx_lights_shadows_lamps_range). the map of such a lamp is kept in world axes, centred on the lamp, and has two parts:
// the scenery (drawn once, when the lamp gets its slot or the scene changes) and a working copy of it, with the vehicles near
// the camera (within Global.gfx_lights_shadows_vehicles_range) and the occupied cab added, made every few frames while there
// are any by the lamp. the shading reads the working copy then, the scenery part otherwise.
// the six faces of a map are drawn at once, by a geometry shader (shadowcube.vert/.geom), so a model costs one draw call 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() in
// light_common.glsl, which reads the map for the light with the layer in its headlight_weights.x, from the array of scenery
// lamps when its linear is 1 and from the one of the cab lamp otherwise
class opengl46_local_shadows
{
public:
@@ -36,10 +44,19 @@ class opengl46_local_shadows
opengl46_local_shadows(const opengl46_local_shadows &) = delete;
opengl46_local_shadows &operator=(const opengl46_local_shadows &) = delete;
// creates the programs and the stand-in map. throws gl::shader_exception
// creates the programs and the stand-in maps. throws gl::shader_exception
void init();
// puts the map (or the stand-in, which shadows nothing) on its texture unit, gl::LOCAL_SHADOW_TEX. once per context and frame
// puts the maps (or the stand-ins, which shadow nothing) on their texture units, gl::LOCAL_SHADOW_TEX and
// gl::LOCAL_SHADOW_LAMPS_TEX. once per context and frame
void bind();
// shadow program of the cube maps, of the alpha tested materials when Alpha
gl::program &program(bool const Alpha)
{
return Alpha ? *m_alpha_program : *m_program;
}
// the cab lamp
// whether the map of the cab lamp is to be drawn in this frame: Vehicle and Cab the occupied vehicle and its cab model,
// 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
// the size of the level when the level changed
@@ -49,11 +66,6 @@ class opengl46_local_shadows
void begin();
// ends the drawing to the map, leaves the default framebuffer bound and the culling of faces on
void end(std::uint32_t const Drawcalls);
// shadow program of the cube maps, of the alpha tested materials when Alpha
gl::program &program(bool const Alpha)
{
return Alpha ? *m_alpha_program : *m_program;
}
// whether the map holds the shadows of the lamp of Vehicle, the occupied vehicle
bool ready(TDynamicObject const *Vehicle) const
{
@@ -67,6 +79,59 @@ class opengl46_local_shadows
// the headlight_weights of the light which reads the map: layer, near plane, size of a texel one metre from the lamp,
// radius of the filter in texels
glm::vec4 weights() const;
// lamps of scenery models
// a lamp with a slot
struct lamp_slot
{
void const *owner{nullptr}; // the light it is, see opengl46_local_lights::light
void const *part{nullptr};
glm::dvec3 position{0.0}; // world space
float range{0.f}; // of the light, metres
unsigned int wantedframe{~0u}; // framestamp it was last among the lamps given shadows
bool scenery{false}; // the scenery part of the map is drawn
std::uint64_t version{0}; // of the scene the scenery part was drawn for
bool vehicles{false}; // the working copy is drawn, with vehicles, and is what the shading reads
unsigned int vehiclesframe{0}; // framestamp the working copy was last drawn in
};
// picks the lamps which get shadows in this frame from the gathered lights (the most important first): the scenery lamps
// within reach of Camera. a lamp keeps its slot while it is picked; one which got a slot or moved, and all of them when the
// scene changes (Version), need their scenery drawn. (re)makes the maps when their count or size changed
void update_lamps(std::vector<opengl46_local_lights::light> const &Lights, glm::dvec3 const &Camera, std::uint64_t const Version, unsigned int const Framestamp);
// forgets the lamps: the scene they come from is about to be replaced (a scenery being loaded)
void reset_lamps();
// slots of the lamps picked in this frame
std::vector<std::size_t> const &lamps() const
{
return m_wanted;
}
lamp_slot const &slot(std::size_t const Slot) const
{
return m_slots[Slot];
}
// whether the scenery part of the map of the slot is to be drawn in this frame. a few per frame at most, by the level
bool scenery_wanted(std::size_t const Slot);
// whether the working copy of the slot, with vehicles, is to be drawn in this frame (every few frames, by the level)
bool vehicles_wanted(std::size_t const Slot, unsigned int const Framestamp) const;
// the slot has no vehicles by it: the shading reads the scenery part
void no_vehicles(std::size_t const Slot)
{
m_slots[Slot].vehicles = false;
}
// sets up the drawing to the scenery part (cleared) or to the working copy (a copy of the scenery part) of the map of the slot.
// the geometry is to be drawn with program() and a modelview to world axes centred on the lamp
void begin_lamp(std::size_t const Slot, bool const Vehicles, std::uint64_t const Version, unsigned int const Framestamp);
// ends the drawing to the map of a lamp
void end_lamp(std::uint32_t const Drawcalls);
// gpu timer of the drawing of the maps of the lamps in this frame
void lamps_timer_begin();
void lamps_timer_end();
// the slot of the lamp the light is, if it has its shadows ready, nullptr otherwise
lamp_slot const *lamp(opengl46_local_lights::light const &Light, std::size_t &Slot) const;
// the headlight_weights of the light of the lamp in the slot, see weights()
glm::vec4 lamp_weights(std::size_t const Slot) const;
// lines for the gpu times and statistics of the debug panel
std::string info_times();
std::string info() const;
@@ -74,33 +139,54 @@ class opengl46_local_shadows
void draw_debug_ui();
private:
// size, refresh interval (frames) and filter radius (texels, 0: the 2x2 filter of the hardware) of a level
// size, refresh interval (frames), filter radius (texels, 0: the 2x2 filter of the hardware) of a level, and the number of
// scenery parts of lamp maps drawn per frame
struct level_setup
{
int size;
unsigned int interval;
float radius;
int sceneryperframe;
};
static level_setup setup(int const Level);
void allocate(int const Size);
void release();
void allocate_lamps(int const Count, int const Size);
void release_lamps();
void set_layer(int const Layer);
std::unique_ptr<gl::program> m_program;
std::unique_ptr<gl::program> m_alpha_program;
GLuint m_texture{0}; // cube map array, one cube
GLuint m_empty{0}; // stand-in: a cube map array of 1x1 faces with the farthest depth
int m_level{-1}; // level the maps were made for
// cab lamp
GLuint m_texture{0}; // cube map array, one cube
GLuint m_framebuffer{0};
int m_size{0}; // of a face of m_texture, 0 when there is none
int m_level{-1}; // level the map was made for
bool m_valid{false}; // m_texture holds the map of m_vehicle
TDynamicObject const *m_vehicle{nullptr};
TModel3d const *m_cab{nullptr};
glm::vec3 m_lamp{0.f};
unsigned int m_drawnframe{0}; // framestamp the map was last drawn in
gl::gpu_timer m_timer;
// scenery lamps: cube map array, the scenery parts of the slots first, then their working copies
GLuint m_lampstexture{0};
GLuint m_lampsframebuffer{0};
int m_lampssize{0};
std::vector<lamp_slot> m_slots;
std::vector<std::size_t> m_wanted;
unsigned int m_frame{0}; // framestamp of the last update_lamps()
int m_sceneryleft{0}; // scenery parts which may still be drawn in this frame
gl::gpu_timer m_lampstimer;
bool m_lampstiming{false};
// statistics
std::uint32_t m_drawcalls{0}; // of the last drawing of the map
std::uint32_t m_updatecount{0}; // drawings of the map so far
std::uint32_t m_drawcalls{0}; // of the last drawing of the cab map
std::uint32_t m_updatecount{0}; // drawings of the cab map so far
double m_cputime{0.0}; // milliseconds, smoothed
std::chrono::steady_clock::time_point m_cpustart;
std::uint32_t m_lampsscenery{0}; // scenery parts drawn so far
std::uint32_t m_lampsvehicles{0}; // working copies drawn so far
std::uint32_t m_lampsdrawcalls{0}; // in the drawings of the lamp maps in the last frame with any
std::uint32_t m_lampsframedrawcalls{0};
double m_lampscputime{0.0}; // milliseconds per frame, smoothed
};

View File

@@ -633,6 +633,7 @@ bool opengl46_renderer::Render()
{
// a scenery is being loaded: the cells, instances and models the lights were taken from may be gone
m_locallights.reset();
m_localshadows.reset_lamps();
}
// generate new frame
opengl_texture::reset_unit_cache();
@@ -644,6 +645,9 @@ bool opengl46_renderer::Render()
++m_instancerecordsversion;
m_nodestateversion = scene::node_state_version;
}
// scenery lamps which get shadows in this frame. their maps hold the scenery as of the version of the instance records
if (simulation::is_ready && (false == Global.gfx_skiprendering))
m_localshadows.update_lamps(m_locallights.lights(), Global.pCamera.Pos, m_instancerecordsversion, m_framestamp);
// instanced draws of the frame place their matrices in the next of the instance buffers, the one used the longest ago
m_instancebufferindex = ( m_instancebufferindex + 1 ) % m_instancebuffers.size();
m_instancebufferfill = 1;
@@ -967,7 +971,10 @@ void opengl46_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
}
if (vp.main)
{
Render_local_shadows();
Render_lamp_shadows();
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -2966,14 +2973,18 @@ void opengl46_renderer::Render(cell_sequence::iterator First, cell_sequence::ite
for (auto *instance : cell->m_instancesopaque)
{
if( instance->m_instanceable ) { continue; } // already handled via bucket
// the model of a lamp would shadow everything in the map of the lamp
if( instance == m_cubeskipinstance ) { continue; }
Render(instance);
}
// opaque parts of vehicles
for (auto *path : cell->m_paths)
{
for (auto *dynamic : path->Dynamics)
// opaque parts of vehicles. the kept scenery part of the map of a lamp is drawn without them
if( false == m_cubescenery ) {
for (auto *path : cell->m_paths)
{
Render(dynamic);
for (auto *dynamic : path->Dynamics)
{
Render(dynamic);
}
}
}
break;
@@ -6278,6 +6289,7 @@ void opengl46_renderer::Update_Lights(light_array &Lights, bool const Headlights
m_lights_lit = static_cast<uint32_t>(light_i - headlightsstart);
// lamps of models and vehicles, the most important first, those which may be seen lighting something in this view
if( locallights ) {
auto const toworld{ glm::dmat4{ glm::transpose( glm::mat3{ mv } ) } };
uint32_t placed{ 0 };
uint32_t dropped{ 0 };
for( auto const &local : m_locallights.lights() ) {
@@ -6288,7 +6300,16 @@ void opengl46_renderer::Update_Lights(light_array &Lights, bool const Headlights
++dropped;
continue;
}
Write_Local_Light( light_data.lights[ light_i++ ], local, camera, mv );
auto &light{ light_data.lights[ light_i++ ] };
Write_Local_Light( light, local, camera, mv );
std::size_t slot;
if( auto const *lamp{ m_localshadows.lamp( local, slot ) } ) {
// view space to the space of the map: world axes with the lamp at the origin
light.headlight_projection = glm::mat4{ glm::translate( glm::dmat4{ 1.0 }, camera - lamp->position ) * toworld };
light.headlight_weights = m_localshadows.lamp_weights( slot );
// the map is in the array of the scenery lamps
light.linear = 1.0f;
}
++placed;
}
m_locallights.placed( placed, dropped );
@@ -6372,6 +6393,118 @@ void opengl46_renderer::Render_local_shadows()
glPolygonMode(GL_FRONT_AND_BACK, Global.bWireFrame ? GL_LINE : GL_FILL);
}
void opengl46_renderer::Render_lamp_shadows()
{
auto const &lamps{m_localshadows.lamps()};
if (lamps.empty() || (false == Global.gfx_lights_clustered))
return;
// vehicles near the camera cast the shadows of the lamps, and the occupied cab
m_lampshadowvehicles.clear();
auto const vehiclesrange{static_cast<double>(Global.gfx_lights_shadows_vehicles_range)};
if (vehiclesrange > 0.0)
{
for (auto *vehicle : simulation::Vehicles.sequence())
{
if (glm::length(vehicle->GetPosition() - Global.pCamera.Pos) <= vehiclesrange + vehicle->radius())
m_lampshadowvehicles.emplace_back(vehicle);
}
}
TDynamicObject *cab{nullptr};
if ((vehiclesrange > 0.0) && (false == FreeFlyModeFlag) && Global.render_cab && (simulation::Train != nullptr))
{
cab = simulation::Train->Dynamic();
if ((cab != nullptr) && ((false == cab->bDisplayCab) || (cab->mdKabina == nullptr) || (cab->mdKabina == cab->mdModel)))
cab = nullptr;
}
auto timing{false};
for (auto const idx : lamps)
{
auto const &slot{m_localshadows.slot(idx)};
if (m_localshadows.scenery_wanted(idx))
{
if (false == timing)
{
m_localshadows.lamps_timer_begin();
timing = true;
}
Render_lamp_shadow(idx, false, nullptr);
}
if (false == slot.scenery)
continue;
// the vehicles by the lamp, within its reach
m_lampshadowslot.clear();
for (auto *vehicle : m_lampshadowvehicles)
{
if (glm::length(vehicle->GetPosition() - slot.position) <= slot.range + vehicle->radius())
m_lampshadowslot.emplace_back(vehicle);
}
auto *slotcab{(cab != nullptr) && (glm::length(cab->GetPosition() - slot.position) <= slot.range + cab->radius()) ? cab : nullptr};
if (m_lampshadowslot.empty() && (slotcab == nullptr))
{
m_localshadows.no_vehicles(idx);
continue;
}
if (false == m_localshadows.vehicles_wanted(idx, m_framestamp))
continue;
if (false == timing)
{
m_localshadows.lamps_timer_begin();
timing = true;
}
Render_lamp_shadow(idx, true, slotcab);
}
if (timing)
m_localshadows.lamps_timer_end();
}
void opengl46_renderer::Render_lamp_shadow(std::size_t const Slot, bool const Vehicles, TDynamicObject *Cab)
{
auto const &slot{m_localshadows.slot(Slot)};
glDebug("render lamp shadows");
// the shadow pass from the lamp, in world axes: the camera of the pass is the lamp, its frustum the box of its reach. the
// distances which pick the details of the models are measured from the real camera, as in the shadows of the sun
m_renderpass = m_colorpass;
m_renderpass.draw_mode = rendermode::shadows;
m_renderpass.draw_range = slot.range;
m_renderpass.draw_stats = {};
auto &camera{m_renderpass.pass_camera};
camera.position() = slot.position;
camera.modelview() = glm::mat4{glm::translate(glm::dmat4{1.0}, -slot.position)};
auto const reach{slot.range};
camera.projection() = glm::ortho(-reach, reach, -reach, reach, -reach, reach);
camera.update_frustum();
OpenGLMatrices.mode(GL_MODELVIEW);
OpenGLMatrices.load_matrix(glm::mat4{1.f});
m_localshadows.begin_lamp(Slot, Vehicles, m_instancerecordsversion, m_framestamp);
m_cubeshadows = true;
if (Vehicles)
{
for (auto *vehicle : m_lampshadowslot)
{
Render(vehicle);
}
if (Cab != nullptr)
{
Render_cab(Cab, 0.0f, false);
}
}
else
{
m_cubescenery = true;
m_cubeskipinstance = static_cast<TAnimModel const *>(slot.owner);
Render(simulation::Region);
m_cubeskipinstance = nullptr;
m_cubescenery = false;
}
m_cubeshadows = false;
m_localshadows.end_lamp(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)
{
glDebug("Update_Clusters");

View File

@@ -303,6 +303,10 @@ class opengl46_renderer : public gfx_renderer {
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();
// draws the parts of the cube shadow maps of the scenery lamps which need it in this frame
void Render_lamp_shadows();
// one part of the map of a scenery lamp: the scenery, or the vehicles by it (and Cab, the occupied cab) over a copy of it
void Render_lamp_shadow(std::size_t const Slot, bool const Vehicles, TDynamicObject *Cab);
bool Render(world_environment *Environment);
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
@@ -514,6 +518,12 @@ class opengl46_renderer : public gfx_renderer {
opengl46_local_shadows m_localshadows;
// the shadow pass draws to a cube shadow map, with the programs of m_localshadows
bool m_cubeshadows = false;
// the shadow pass draws the kept scenery part of the map of a lamp: no vehicles, and not the model of the lamp itself
bool m_cubescenery = false;
TAnimModel const *m_cubeskipinstance = nullptr;
// vehicles near the camera which cast the shadows of scenery lamps, and those of them by the lamp being drawn
std::vector<TDynamicObject *> m_lampshadowvehicles;
std::vector<TDynamicObject *> m_lampshadowslot;
double m_precipitationrotation;