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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-20 02:15:57 +02:00
Cull the instances of the shadow maps of headlights and lamps on the GPU
This commit is contained in:
@@ -43,9 +43,10 @@ class TAnimModel;
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// of them, and the ones drawn second, each copy command_count() commands long (draw_command_offset())
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// with Global.gfx_gpucull 2 the cpu still draws, and the result is only compared with its own: the counts per entry are
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// read back a few frames later and set against the counts Render_Instanced() reported for the same frame
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// each render pass culled on the gpu (the main view, the cascades of the sun shadows, the faces of the environment map) has a
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// culling of its own, with its own buffers, while the records and the programs are shared by all of them: the records of a
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// bucket go to the gpu once and serve every pass which queues the bucket
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// each render pass culled on the gpu (the main view, the cascades of the sun shadows, the faces of the environment map, the
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// shadow maps of headlights and the scenery parts of those of lamps) has a culling of its own, with its own buffers, while the
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// records and the programs are shared by all of them: the records of a bucket go to the gpu once and serve every pass which
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// queues the bucket
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// the sleepers of tracks (TTrack::m_sleeper_local_transforms) are culled the same way, each track with them a bucket of its
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// own, and drawn together with the instances; their groups are kept apart from those of the model instances
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class opengl46_instance_cull
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@@ -122,6 +122,24 @@ void opengl46_local_shadows::init()
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}
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glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
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// the variants for the multi draws of the instances drawn from the gpu culling (the scenery parts of the maps of lamps); the
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// fragment stages read nothing of the model block
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try
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{
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gl::shader multidrawvertex("shadowcube.vert", "#define MODEL_DRAWS 1\n");
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gl::shader fragment("shadowmap.frag");
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gl::shader alphafragment("alphashadowmap.frag");
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m_multidraw_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{multidrawvertex, geometry, fragment});
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m_alpha_multidraw_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{multidrawvertex, geometry, alphafragment});
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glProgramUniform1f(*m_multidraw_program, NEAR_LOCATION, SHADOW_NEAR);
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glProgramUniform1f(*m_alpha_multidraw_program, NEAR_LOCATION, SHADOW_NEAR);
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}
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catch (gl::shader_exception const &e)
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{
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ErrorLog("multi draws of the lamp shadow maps not available: " + std::string(e.what()));
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m_multidraw_program.reset();
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m_alpha_multidraw_program.reset();
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}
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set_layer(CAB_SLOT * 6);
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// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
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@@ -143,6 +161,10 @@ void opengl46_local_shadows::set_layer(int const Layer)
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{
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glProgramUniform1i(*m_program, LAYER_LOCATION, Layer);
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glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, Layer);
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if (m_multidraw_program)
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glProgramUniform1i(*m_multidraw_program, LAYER_LOCATION, Layer);
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if (m_alpha_multidraw_program)
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glProgramUniform1i(*m_alpha_multidraw_program, LAYER_LOCATION, Layer);
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}
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opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
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@@ -61,6 +61,12 @@ class opengl46_local_shadows
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{
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return Alpha ? *m_alpha_program : *m_program;
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}
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// the same for the multi draws of the instances drawn from the gpu culling, which read the model block of a draw by its
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// number (MODEL_DRAWS). nullptr when they couldn't be made: the draws are made one by one with program() then
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gl::program *multidraw_program(bool const Alpha)
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{
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return Alpha ? m_alpha_multidraw_program.get() : m_multidraw_program.get();
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}
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// the cab lamp
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@@ -216,6 +222,8 @@ class opengl46_local_shadows
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std::unique_ptr<gl::program> m_program;
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std::unique_ptr<gl::program> m_alpha_program;
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std::unique_ptr<gl::program> m_multidraw_program;
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std::unique_ptr<gl::program> m_alpha_multidraw_program;
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GLuint m_empty{0}; // stand-in: a cube map array of 1x1 faces with the farthest depth
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GLuint m_emptyheadlights{0}; // the same, a 2d array of one 1x1 layer
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int m_level{-1}; // level the maps were made for
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@@ -816,6 +816,7 @@ void opengl46_renderer::SwapBuffers()
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if( Global.gfx_gpucull_reflections && m_reflectioncull.ran() ) {
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m_debugtimestext += m_reflectioncull.info_times( "instance cull reflections, last face" );
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}
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m_debugtimestext += Light_Shadow_Cull_Info( true );
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if( Global.gfx_depthprepass_scene || m_contactshadowslast ) {
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if( auto const scenedepthtime = m_scenedepthtimer.result() )
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m_debugtimestext += " scene depth: " + to_string( static_cast<double>( *scenedepthtime ) / 1000000.0, 3 ) + " ms\n";
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@@ -916,6 +917,7 @@ void opengl46_renderer::SwapBuffers()
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m_reflectioncull.collect();
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m_debugstatstext += m_reflectioncull.info( "gpu cull reflections, last face", false );
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}
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m_debugstatstext += Light_Shadow_Cull_Info( false );
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if( auto const cullstats = ( m_viewports.empty() || !( Global.gfx_lights_clustered || Global.gfx_lights_clusterheatmap ) ? std::nullopt : m_viewports.front()->clusters->stats() ) ) {
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m_debugstatstext +=
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"\ncluster lists: " + std::to_string( cullstats->index_count )
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@@ -1020,6 +1022,8 @@ void opengl46_renderer::draw_debug_ui()
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{
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ImGui::Checkbox("the same for the cascades of the sun shadows (gfx.gpucull.shadows)", &Global.gfx_gpucull_shadows);
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ImGui::Checkbox("the same for the environment map, when it's drawn next (gfx.gpucull.reflections)", &Global.gfx_gpucull_reflections);
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ImGui::Checkbox("the same for the shadow maps of headlights (gfx.gpucull.shadows.headlights)", &Global.gfx_gpucull_shadows_headlights);
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ImGui::Checkbox("the same for the scenery of the shadow maps of lamps, when it's drawn next (gfx.gpucull.shadows.lamps)", &Global.gfx_gpucull_shadows_lamps);
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ImGui::Checkbox("the same for the sleepers of the tracks of the view (gfx.gpucull.sleepers)", &Global.gfx_gpucull_sleepers);
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}
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ImGui::Checkbox("draw the depth of the whole scene before its colour (gfx.depthprepass.scene)", &Global.gfx_depthprepass_scene);
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@@ -1037,6 +1041,7 @@ void opengl46_renderer::draw_debug_ui()
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}
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if (Global.gfx_gpucull_reflections && m_reflectioncull.ran())
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info += m_reflectioncull.info("gpu cull reflections, last face", false);
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info += Light_Shadow_Cull_Info(false);
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if (!info.empty())
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ImGui::TextUnformatted(info.c_str() + 1);
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}
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@@ -2951,8 +2956,8 @@ void opengl46_renderer::Render(scene::basic_region *Region)
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bucket.second.clear();
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}
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// the gpu culling runs along the first color pass of the main viewport of a frame, and the passes of the cascades of the
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// sun shadows and of the faces of the environment map drawn for it, each with a culling of its own. its result is drawn
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// (Global.gfx_gpucull 1), or compared with the one of the cpu, which draws (2)
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// sun shadows, of the faces of the environment map and of the maps of headlights and lamps drawn for it, each with a culling
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// of its own. its result is drawn (Global.gfx_gpucull 1), or compared with the one of the cpu, which draws (2)
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m_instancecullpass = false;
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m_passcull = nullptr;
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if( ( Global.gfx_gpucull != 0 )
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@@ -2963,12 +2968,18 @@ void opengl46_renderer::Render(scene::basic_region *Region)
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m_instancecullframe = m_framestamp;
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m_passcull = &m_instancecull;
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}
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else if( ( m_renderpass.draw_mode == rendermode::shadows )
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&& ( m_lightshadowcull != nullptr ) ) {
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// the map of a set of headlights or the scenery part of the map of a lamp, which picked its culling
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m_passcull = m_lightshadowcull;
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m_shadowcasters.clear();
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}
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else if( ( m_renderpass.draw_mode == rendermode::shadows )
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&& ( Global.gfx_gpucull_shadows )
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&& ( m_shadowcascade >= 0 )
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&& ( m_shadowcascade < static_cast<int>( m_shadowcull.size() ) )
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&& ( false == m_cubeshadows ) ) {
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// the cascades of the sun; the maps of lamps and headlights go as before
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// the cascades of the sun
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m_passcull = &m_shadowcull[ m_shadowcascade ];
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m_shadowcasters.clear();
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}
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@@ -4429,7 +4440,9 @@ opengl46_renderer::indirect_counts opengl46_renderer::Render_Instances_Indirect_
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auto const texture { Indirect_Shadow_Texture( draw.material ) };
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auto *multidrawprogram {
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m_indirectmultidraw ?
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( texture != null_handle ? m_alpha_shadow_multidraw_shader.get() : m_shadow_multidraw_shader.get() ) :
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( m_cubeshadows ?
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m_localshadows.multidraw_program( texture != null_handle ) :
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( texture != null_handle ? m_alpha_shadow_multidraw_shader.get() : m_shadow_multidraw_shader.get() ) ) :
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nullptr };
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if( multidrawprogram != nullptr ) {
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// the draws which follow in the same bank and of the same primitive, with the same texture for the alpha test
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@@ -8057,6 +8070,7 @@ void opengl46_renderer::Render_local_shadows()
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void opengl46_renderer::Render_lamp_shadows()
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{
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m_lampscenerydrawn = 0;
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auto const &lamps{m_localshadows.lamps()};
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if (lamps.empty() || (false == Global.gfx_lights_clustered))
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return;
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@@ -8157,7 +8171,10 @@ void opengl46_renderer::Render_lamp_shadow(std::size_t const Slot, bool const Ve
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{
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m_cubescenery = true;
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m_cubeskipinstance = static_cast<TAnimModel const *>(slot.owner);
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// the instances culled on the gpu, each scenery part drawn in a frame with a culling of its own
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m_lightshadowcull = Light_Shadow_Cull(m_lampcull, m_lampscenerydrawn++, Global.gfx_gpucull_shadows_lamps);
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Render(simulation::Region);
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m_lightshadowcull = nullptr;
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m_cubeskipinstance = nullptr;
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m_cubescenery = false;
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}
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@@ -8307,7 +8324,10 @@ void opengl46_renderer::Render_headlight_shadow(std::size_t const Slot, light_ar
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m_localshadows.begin_headlight(Slot, projector, rotation, projection, Light.direction, m_framestamp);
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m_shadowskipvehicle = Light.owner;
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// the instances culled on the gpu, each slot with a culling of its own
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m_lightshadowcull = Light_Shadow_Cull(m_headlightcull, Slot, Global.gfx_gpucull_shadows_headlights);
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Render(simulation::Region);
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m_lightshadowcull = nullptr;
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if ((Cab != nullptr) && (Cab != Light.owner) && (glm::length(Cab->GetPosition() - projector) <= reach + Cab->radius()))
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{
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Render_cab(Cab, 0.0f, false);
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@@ -8320,6 +8340,51 @@ void opengl46_renderer::Render_headlight_shadow(std::size_t const Slot, light_ar
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glPolygonMode(GL_FRONT_AND_BACK, Global.bWireFrame ? GL_LINE : GL_FILL);
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}
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opengl46_instance_cull *opengl46_renderer::Light_Shadow_Cull(std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, std::size_t const Index, bool const Enabled)
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{
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// the same conditions as those of the other passes in Render(scene::basic_region *)
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if ((Global.gfx_gpucull == 0) || (false == Enabled) || (m_current_viewport == nullptr) || (false == m_current_viewport->main))
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return nullptr;
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if (Culls.size() <= Index)
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Culls.resize(Index + 1);
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if (!Culls[Index])
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{
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// the buffers of its own, the records and the programs of the main view
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Culls[Index] = std::make_unique<opengl46_instance_cull>();
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Culls[Index]->init(&m_instancecull);
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}
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return Culls[Index].get();
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}
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std::string opengl46_renderer::Light_Shadow_Cull_Info(bool const Times)
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{
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std::string text;
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if (Global.gfx_gpucull == 0)
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return text;
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// the maps are drawn now and then, the numbers are of the last drawing of each
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auto const add = [&](std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, bool const Enabled, std::string const &Label) {
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if (false == Enabled)
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return;
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for (std::size_t idx = 0; idx < Culls.size(); ++idx)
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{
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if (!Culls[idx] || (false == Culls[idx]->ran()))
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continue;
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if (Times)
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{
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text += Culls[idx]->info_times("instance cull " + Label + " " + std::to_string(idx + 1));
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}
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else
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{
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Culls[idx]->collect();
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text += Culls[idx]->info("gpu cull " + Label + " " + std::to_string(idx + 1), false);
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}
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}
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};
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add(m_headlightcull, Global.gfx_gpucull_shadows_headlights, "headlight shadows");
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add(m_lampcull, Global.gfx_gpucull_shadows_lamps, "lamp shadows, scenery");
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return text;
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}
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void opengl46_renderer::Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize)
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{
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glDebug("Update_Clusters");
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@@ -315,6 +315,11 @@ class opengl46_renderer : public gfx_renderer {
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void Render_headlight_shadows();
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// the map of the headlights in the slot: the scene within reach ahead of them (and Cab, the occupied cab), without their vehicle
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void Render_headlight_shadow(std::size_t const Slot, light_array::light_record const &Light, TDynamicObject *Cab);
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// the culling of one of the maps of lamps and headlights (Global.gfx_gpucull_shadows_headlights, _lamps), the one at Index of
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// Culls, made when it's first needed; nullptr when the instances of the map go through the cpu
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opengl46_instance_cull *Light_Shadow_Cull(std::vector<std::unique_ptr<opengl46_instance_cull>> &Culls, std::size_t const Index, bool const Enabled);
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// the rows of these cullings for the debug panel: their timings (Times) or their counts
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std::string Light_Shadow_Cull_Info(bool const Times);
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// the projector of the beam of a set of headlights: a narrow frustum along the vehicle, from behind it, its near plane at the
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// end of the vehicle. the beam texture is projected with it (Update_Lights()) and the shadow map of the headlights drawn with it.
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// Position in world space, Rotation from world axes to its axes; Near is the distance of the near plane from the projector
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@@ -355,9 +360,10 @@ class opengl46_renderer : public gfx_renderer {
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// (Global.gfx_gpucull_occlusion_instances) the instances seen in the previous frame are drawn first (their depth, or
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// their colour without the prepass), the pyramid is made again and the other instances are culled against it
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void Render_Instances_Indirect();
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// the same for the passes culled on the gpu other than the main view (Global.gfx_gpucull_shadows, _reflections): the
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// cascades of the sun shadows, drawn with the shadow programs, and the faces of the environment map, drawn with the
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// programs of the materials like the main view. no occlusion test, no depth prepass, one phase
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// the same for the passes culled on the gpu other than the main view (Global.gfx_gpucull_shadows, _reflections,
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// _shadows_headlights, _shadows_lamps): the cascades of the sun shadows and the maps of headlights and lamps, drawn with the
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// shadow programs (the cube ones for the lamps), and the faces of the environment map, drawn with the programs of the
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// materials like the main view. no occlusion test, no depth prepass, one phase
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void Render_Instances_Indirect_Pass();
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// the walk of the submodel trees of the groups culled by Cull, once per lod band, which records their draws
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// (m_indirectdraws, m_indirectcommands), puts them in order for multi draws and has Cull fill in their commands
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@@ -593,6 +599,12 @@ class opengl46_renderer : public gfx_renderer {
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// _reflections), with records and programs shared with m_instancecull
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std::array<opengl46_instance_cull, 3> m_shadowcull;
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opengl46_instance_cull m_reflectioncull;
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// the cullings of the maps of headlights, by the slot of the map, and of the scenery parts of the maps of lamps, by their order
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// among those drawn in a frame: the passes of a frame don't share the buffers of a culling. made when first needed
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std::vector<std::unique_ptr<opengl46_instance_cull>> m_headlightcull;
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std::vector<std::unique_ptr<opengl46_instance_cull>> m_lampcull;
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opengl46_instance_cull *m_lightshadowcull { nullptr }; // the one of the map of headlights or of a lamp being drawn
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std::size_t m_lampscenerydrawn { 0 }; // scenery parts of the maps of lamps drawn in this frame so far
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opengl46_instance_cull *m_passcull { nullptr }; // the one the current pass feeds
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opengl46_instance_cull *m_indirectcull { &m_instancecull }; // the one the recorded draws (m_indirectdraws) were culled by
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int m_shadowcascade { -1 }; // the region is drawn for this cascade of the sun shadows
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