mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
fix light direction for shadow map; inhibit shadow map rendering if no shadow casting light is present
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@@ -72,7 +72,7 @@ bool NvRenderer::Init(GLFWwindow *Window) {
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RegisterTexture("noise_2d_ldr",
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GetTextureManager()->FetchTexture(
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"manul/textures/noise/LDR_RGB1_0", GL_RGBA, 0, false));
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"manul/textures/noise/LDR_RGB1_0", GL_RGBA, 0, false));
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m_imgui_renderer = std::make_shared<NvImguiRenderer>(this);
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m_gbuffer = std::make_shared<NvGbuffer>(this);
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@@ -420,64 +420,71 @@ bool NvRenderer::Render() {
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{ // Shadow render pass
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Timer::subsystem.gfx_shadows.start();
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command_list->beginMarker("Shadow render");
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glm::vec3 light_color, light_direction;
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m_sky->CalcLighting(light_direction, light_color);
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m_shadow_map->CalcCascades(
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glm::perspectiveFovRH_ZO(fov,
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static_cast<double>(Global.window_size.x),
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static_cast<double>(Global.window_size.y),
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.1, pass.m_draw_range),
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transform, Global.DayLight.direction);
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transform, -light_direction);
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m_shadow_map->UpdateConstants(command_list);
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m_gbuffer_shadow->Clear(command_list);
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for (int cascade = 0; cascade < m_shadow_map->m_cascade_matrices.size();
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++cascade) {
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RenderPass pass{};
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if (dot(light_color, light_color) > 0.) {
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for (int cascade = 0;
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cascade < m_shadow_map->m_cascade_matrices.size(); ++cascade) {
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RenderPass pass{};
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pass.m_draw_shapes =
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m_draw_shapes; // && Global.shadowtune.fidelity >= 0;
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pass.m_draw_lines =
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m_draw_lines; // && Global.shadowtune.fidelity >= 0;
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pass.m_draw_tanimobj =
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m_draw_tanimobj; // && Global.reflectiontune.fidelity >= 1;
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pass.m_draw_dynamic =
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m_draw_dynamic; // && Global.reflectiontune.fidelity >= 2;
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pass.m_draw_track =
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m_draw_track; // && Global.reflectiontune.fidelity >= 0;
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pass.m_draw_instances = m_draw_instances;
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pass.m_sort_batches = m_sort_batches;
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pass.m_sort_transparents = m_sort_transparents;
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pass.m_draw_shapes =
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m_draw_shapes; // && Global.shadowtune.fidelity >= 0;
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pass.m_draw_lines =
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m_draw_lines; // && Global.shadowtune.fidelity >= 0;
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pass.m_draw_tanimobj =
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m_draw_tanimobj; // && Global.reflectiontune.fidelity >= 1;
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pass.m_draw_dynamic =
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m_draw_dynamic; // && Global.reflectiontune.fidelity >= 2;
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pass.m_draw_track =
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m_draw_track; // && Global.reflectiontune.fidelity >= 0;
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pass.m_draw_instances = m_draw_instances;
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pass.m_sort_batches = m_sort_batches;
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pass.m_sort_transparents = m_sort_transparents;
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SingleFrustumTester frustum_tester{
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m_shadow_map->m_cascade_matrices_clamped[cascade],
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glm::dmat4{1.}};
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SingleFrustumTester frustum_tester{
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m_shadow_map->m_cascade_matrices_clamped[cascade],
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glm::dmat4{1.}};
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pass.m_origin = Global.pCamera.Pos;
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pass.m_transform = glm::dmat3{1.};
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// pass.m_camera.position() = simulation::Train->Dynamic()->vPosition;
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pass.m_draw_range = 150.;
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pass.m_type = RenderPassType::ShadowMap;
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pass.m_framebuffer = m_gbuffer_shadow->m_slice_framebuffers[cascade];
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pass.m_command_list_draw = command_list;
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pass.m_command_list_preparation = command_list;
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pass.m_frustum_tester = &frustum_tester;
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pass.m_projection = m_shadow_map->m_cascade_matrices[cascade];
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pass.m_origin = Global.pCamera.Pos;
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pass.m_transform = glm::dmat3{1.};
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// pass.m_camera.position() =
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// simulation::Train->Dynamic()->vPosition;
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pass.m_draw_range = 150.;
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pass.m_type = RenderPassType::ShadowMap;
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pass.m_framebuffer =
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m_gbuffer_shadow->m_slice_framebuffers[cascade];
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pass.m_command_list_draw = command_list;
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pass.m_command_list_preparation = command_list;
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pass.m_frustum_tester = &frustum_tester;
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pass.m_projection = m_shadow_map->m_cascade_matrices[cascade];
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auto info = pass.m_framebuffer->getFramebufferInfo();
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pass.m_viewport_state =
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nvrhi::ViewportState().addViewportAndScissorRect(
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info.getViewport());
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auto info = pass.m_framebuffer->getFramebufferInfo();
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pass.m_viewport_state =
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nvrhi::ViewportState().addViewportAndScissorRect(
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info.getViewport());
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// CullBatches(pass);
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// for (int i = 0.; i < 6.; ++i) {
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// pass.m_viewport_state.addViewportAndScissorRect(
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// nvrhi::Viewport(i * 2048, (i + 1) * 2048, 0, 2048, 0, 1));
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// }
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// CullBatches(pass);
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// for (int i = 0.; i < 6.; ++i) {
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// pass.m_viewport_state.addViewportAndScissorRect(
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// nvrhi::Viewport(i * 2048, (i + 1) * 2048, 0, 2048, 0, 1));
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// }
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RenderKabina(pass);
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RenderShapes(pass);
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RenderBatches(pass);
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RenderTracks(pass);
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RenderAnimateds(pass);
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RenderKabina(pass);
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RenderShapes(pass);
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RenderBatches(pass);
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RenderTracks(pass);
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RenderAnimateds(pass);
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}
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}
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Timer::subsystem.gfx_shadows.stop();
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