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https://github.com/MaSzyna-EU07/maszyna.git
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Fit the cascades of the sun shadows to the depth of the view
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171
rendering/opengl46/opengl46shadowfit.cpp
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171
rendering/opengl46/opengl46shadowfit.cpp
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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/opengl46shadowfit.h"
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#include <cstring>
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#include "model/Texture.h"
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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namespace
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{
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// the nearest distance the first cascade may start from and the least one the last reaches, metres: the cascades don't
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// get any closer to the camera than this, however close the pixels are
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float const SPLIT_NEAR_MIN{0.5f};
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float const SPLIT_FAR_MIN{16.f};
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// how far past its distances a cascade takes the pixels, this many metres and this share of the distance: the camera moves
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// in the frame or two before the cascades are drawn from the measurement, and a pixel which came into another cascade since
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// has to be within its map
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float const MARGIN_METRES{1.f};
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float const MARGIN_SHARE{0.05f};
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} // namespace
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opengl46_shadow_fit::~opengl46_shadow_fit()
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{
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release();
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}
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void opengl46_shadow_fit::init()
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{
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auto const make_compute = [](std::string const &Name) {
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gl::shader shader(Name);
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return std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{shader});
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};
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m_depthprogram = make_compute("shadow_fit_depth.comp");
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m_boundsprogram = make_compute("shadow_fit_bounds.comp");
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m_buffer = std::make_unique<gl::ssbo>(sizeof(gl::shadow_fit_data), gl::SHADOW_FIT_SSBO_BINDING);
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m_readback = std::make_unique<gl::readback>(sizeof(gl::shadow_fit_data));
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}
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void opengl46_shadow_fit::release()
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{
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if (m_depthfb != 0)
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glDeleteFramebuffers(1, &m_depthfb);
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if (m_depth != 0)
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glDeleteTextures(1, &m_depth);
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m_depthfb = 0;
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m_depth = 0;
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m_depthsize = glm::ivec2{0};
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}
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void opengl46_shadow_fit::allocate(int const Width, int const Height)
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{
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release();
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m_depthsize = glm::ivec2{Width, Height};
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// the blit of depth needs the format of the source
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glCreateTextures(GL_TEXTURE_2D, 1, &m_depth);
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glTextureStorage2D(m_depth, 1, Global.gfx_format_depth, Width, Height);
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glTextureParameteri(m_depth, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(m_depth, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(m_depth, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glCreateFramebuffers(1, &m_depthfb);
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glNamedFramebufferTexture(m_depthfb, GL_DEPTH_ATTACHMENT, m_depth, 0);
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glNamedFramebufferDrawBuffer(m_depthfb, GL_NONE);
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glNamedFramebufferReadBuffer(m_depthfb, GL_NONE);
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}
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void opengl46_shadow_fit::measure(GLuint const Depth, GLuint const Source, int const Width, int const Height, view const &View, unsigned int const Frame)
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{
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if ((Width <= 0) || (Height <= 0) || (View.range <= 0.f))
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return;
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m_timer.begin();
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auto depth{Depth};
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if (depth == 0)
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{
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if (m_depthsize != glm::ivec2{Width, Height})
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allocate(Width, Height);
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// the scissor test would limit the blit
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auto const scissor{glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE};
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if (scissor)
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glDisable(GL_SCISSOR_TEST);
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glBlitNamedFramebuffer(Source, m_depthfb, 0, 0, Width, Height, 0, 0, Width, Height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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if (scissor)
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glEnable(GL_SCISSOR_TEST);
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depth = m_depth;
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}
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// numbers start from 1, 0 is no measurement
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if (++m_measurement == 0)
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++m_measurement;
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gl::shadow_fit_data data{};
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data.measurement = m_measurement;
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data.depthmin = std::numeric_limits<float>::infinity();
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for (std::size_t cascade = 0; cascade < gl::MAX_CASCADES; ++cascade)
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{
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for (std::size_t axis = 0; axis < 4; ++axis)
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{
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data.bounds[cascade * 8 + axis] = 0xFFFFFFFFu;
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data.bounds[cascade * 8 + 4 + axis] = 0u;
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}
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}
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m_buffer->update(data);
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m_buffer->bind_base();
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auto const inverseprojection{glm::inverse(View.projection)};
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auto const viewtolight{glm::mat4{View.light * glm::inverse(View.rotation)}};
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auto const groupsx{(static_cast<GLuint>(Width) + gl::SHADOW_FIT_GROUP_SIZE - 1) / gl::SHADOW_FIT_GROUP_SIZE};
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auto const groupsy{(static_cast<GLuint>(Height) + gl::SHADOW_FIT_GROUP_SIZE - 1) / gl::SHADOW_FIT_GROUP_SIZE};
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glBindTextureUnit(0, depth);
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glProgramUniformMatrix4fv(*m_depthprogram, 0, 1, GL_FALSE, glm::value_ptr(inverseprojection));
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m_depthprogram->dispatch(groupsx, groupsy);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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auto const farmin{std::min(SPLIT_FAR_MIN, View.range)};
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glProgramUniformMatrix4fv(*m_boundsprogram, 0, 1, GL_FALSE, glm::value_ptr(inverseprojection));
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glProgramUniformMatrix4fv(*m_boundsprogram, 4, 1, GL_FALSE, glm::value_ptr(viewtolight));
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glProgramUniform4f(*m_boundsprogram, 8, View.range, std::min(SPLIT_NEAR_MIN, farmin * 0.25f), farmin, std::clamp(Global.gfx_shadow_sdsm_split, 0.f, 1.f));
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glProgramUniform4f(*m_boundsprogram, 9, MARGIN_METRES, MARGIN_SHARE, 0.f, 0.f);
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m_boundsprogram->dispatch(groupsx, groupsy);
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// for the copy of the read back
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glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
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glBindTextureUnit(0, 0);
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opengl_texture::reset_unit_cache();
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m_timer.end();
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m_readback->push(*m_buffer);
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m_pending[m_measurement % PENDING] = pending{m_measurement, View, Frame};
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}
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opengl46_shadow_fit::result const *opengl46_shadow_fit::latest()
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{
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gl::shadow_fit_data data;
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if (m_readback && m_readback->pop(&data))
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{
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auto const &source{m_pending[data.measurement % PENDING]};
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if ((data.measurement != 0) && (source.measurement == data.measurement))
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m_latest = result{data, source.source, source.frame};
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}
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return m_latest ? &(*m_latest) : nullptr;
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}
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float opengl46_shadow_fit::unorder(std::uint32_t const Value)
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{
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auto const bits{((Value & 0x80000000u) != 0u) ? (Value & 0x7FFFFFFFu) : ~Value};
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float result;
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std::memcpy(&result, &bits, sizeof(result));
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return result;
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}
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std::string opengl46_shadow_fit::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 += " sun shadows fitted to the depth: " + 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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