fix light direction for shadow map; inhibit shadow map rendering if no shadow casting light is present

This commit is contained in:
WLs50
2025-03-17 08:12:07 +01:00
parent ffe5ece058
commit eaab6a29e4

View File

@@ -72,7 +72,7 @@ bool NvRenderer::Init(GLFWwindow *Window) {
RegisterTexture("noise_2d_ldr",
GetTextureManager()->FetchTexture(
"manul/textures/noise/LDR_RGB1_0", GL_RGBA, 0, false));
"manul/textures/noise/LDR_RGB1_0", GL_RGBA, 0, false));
m_imgui_renderer = std::make_shared<NvImguiRenderer>(this);
m_gbuffer = std::make_shared<NvGbuffer>(this);
@@ -420,64 +420,71 @@ bool NvRenderer::Render() {
{ // Shadow render pass
Timer::subsystem.gfx_shadows.start();
command_list->beginMarker("Shadow render");
glm::vec3 light_color, light_direction;
m_sky->CalcLighting(light_direction, light_color);
m_shadow_map->CalcCascades(
glm::perspectiveFovRH_ZO(fov,
static_cast<double>(Global.window_size.x),
static_cast<double>(Global.window_size.y),
.1, pass.m_draw_range),
transform, Global.DayLight.direction);
transform, -light_direction);
m_shadow_map->UpdateConstants(command_list);
m_gbuffer_shadow->Clear(command_list);
for (int cascade = 0; cascade < m_shadow_map->m_cascade_matrices.size();
++cascade) {
RenderPass pass{};
if (dot(light_color, light_color) > 0.) {
for (int cascade = 0;
cascade < m_shadow_map->m_cascade_matrices.size(); ++cascade) {
RenderPass pass{};
pass.m_draw_shapes =
m_draw_shapes; // && Global.shadowtune.fidelity >= 0;
pass.m_draw_lines =
m_draw_lines; // && Global.shadowtune.fidelity >= 0;
pass.m_draw_tanimobj =
m_draw_tanimobj; // && Global.reflectiontune.fidelity >= 1;
pass.m_draw_dynamic =
m_draw_dynamic; // && Global.reflectiontune.fidelity >= 2;
pass.m_draw_track =
m_draw_track; // && Global.reflectiontune.fidelity >= 0;
pass.m_draw_instances = m_draw_instances;
pass.m_sort_batches = m_sort_batches;
pass.m_sort_transparents = m_sort_transparents;
pass.m_draw_shapes =
m_draw_shapes; // && Global.shadowtune.fidelity >= 0;
pass.m_draw_lines =
m_draw_lines; // && Global.shadowtune.fidelity >= 0;
pass.m_draw_tanimobj =
m_draw_tanimobj; // && Global.reflectiontune.fidelity >= 1;
pass.m_draw_dynamic =
m_draw_dynamic; // && Global.reflectiontune.fidelity >= 2;
pass.m_draw_track =
m_draw_track; // && Global.reflectiontune.fidelity >= 0;
pass.m_draw_instances = m_draw_instances;
pass.m_sort_batches = m_sort_batches;
pass.m_sort_transparents = m_sort_transparents;
SingleFrustumTester frustum_tester{
m_shadow_map->m_cascade_matrices_clamped[cascade],
glm::dmat4{1.}};
SingleFrustumTester frustum_tester{
m_shadow_map->m_cascade_matrices_clamped[cascade],
glm::dmat4{1.}};
pass.m_origin = Global.pCamera.Pos;
pass.m_transform = glm::dmat3{1.};
// pass.m_camera.position() = simulation::Train->Dynamic()->vPosition;
pass.m_draw_range = 150.;
pass.m_type = RenderPassType::ShadowMap;
pass.m_framebuffer = m_gbuffer_shadow->m_slice_framebuffers[cascade];
pass.m_command_list_draw = command_list;
pass.m_command_list_preparation = command_list;
pass.m_frustum_tester = &frustum_tester;
pass.m_projection = m_shadow_map->m_cascade_matrices[cascade];
pass.m_origin = Global.pCamera.Pos;
pass.m_transform = glm::dmat3{1.};
// pass.m_camera.position() =
// simulation::Train->Dynamic()->vPosition;
pass.m_draw_range = 150.;
pass.m_type = RenderPassType::ShadowMap;
pass.m_framebuffer =
m_gbuffer_shadow->m_slice_framebuffers[cascade];
pass.m_command_list_draw = command_list;
pass.m_command_list_preparation = command_list;
pass.m_frustum_tester = &frustum_tester;
pass.m_projection = m_shadow_map->m_cascade_matrices[cascade];
auto info = pass.m_framebuffer->getFramebufferInfo();
pass.m_viewport_state =
nvrhi::ViewportState().addViewportAndScissorRect(
info.getViewport());
auto info = pass.m_framebuffer->getFramebufferInfo();
pass.m_viewport_state =
nvrhi::ViewportState().addViewportAndScissorRect(
info.getViewport());
// CullBatches(pass);
// for (int i = 0.; i < 6.; ++i) {
// pass.m_viewport_state.addViewportAndScissorRect(
// nvrhi::Viewport(i * 2048, (i + 1) * 2048, 0, 2048, 0, 1));
// }
// CullBatches(pass);
// for (int i = 0.; i < 6.; ++i) {
// pass.m_viewport_state.addViewportAndScissorRect(
// nvrhi::Viewport(i * 2048, (i + 1) * 2048, 0, 2048, 0, 1));
// }
RenderKabina(pass);
RenderShapes(pass);
RenderBatches(pass);
RenderTracks(pass);
RenderAnimateds(pass);
RenderKabina(pass);
RenderShapes(pass);
RenderBatches(pass);
RenderTracks(pass);
RenderAnimateds(pass);
}
}
Timer::subsystem.gfx_shadows.stop();