/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "rendering/common/shadowfit.h" #include #include "rendering/openglcamera.h" #include "utilities/Globals.h" namespace gfx { namespace { // the nearest distance the first cascade may start from and the least one the last reaches, metres: the cascades don't // get any closer to the camera than this, however close the pixels are float const SPLIT_NEAR_MIN{0.5f}; float const SPLIT_FAR_MIN{16.f}; // how far past its distances a cascade takes the pixels, this many metres and this share of the distance: the camera moves // in the frame or two before the cascades are drawn from the measurement, and a pixel which came into another cascade since // has to be within its map float const MARGIN_METRES{1.f}; float const MARGIN_SHARE{0.05f}; } // namespace gl::shadow_fit_data shadow_fit::begin_measurement(view const &View, unsigned int const Frame) { // numbers start from 1, 0 is no measurement if (++m_measurement == 0) ++m_measurement; gl::shadow_fit_data data{}; data.measurement = m_measurement; data.depthmin = std::numeric_limits::infinity(); for (std::size_t cascade = 0; cascade < gl::MAX_CASCADES; ++cascade) { for (std::size_t axis = 0; axis < 4; ++axis) { data.bounds[cascade * 8 + axis] = 0xFFFFFFFFu; data.bounds[cascade * 8 + 4 + axis] = 0u; } } m_pending[m_measurement % PENDING] = pending{m_measurement, View, Frame}; return data; } glm::vec4 shadow_fit::bounds_params(view const &View) { auto const farmin{std::min(SPLIT_FAR_MIN, View.range)}; return glm::vec4{View.range, std::min(SPLIT_NEAR_MIN, farmin * 0.25f), farmin, std::clamp(Global.gfx_shadow_sdsm_split, 0.f, 1.f)}; } glm::vec4 shadow_fit::margin_params() { return glm::vec4{MARGIN_METRES, MARGIN_SHARE, 0.f, 0.f}; } void shadow_fit::arrived(gl::shadow_fit_data const &Data) { auto const &source{m_pending[Data.measurement % PENDING]}; if ((Data.measurement != 0) && (source.measurement == Data.measurement)) m_latest = result{Data, source.source, source.frame}; } float shadow_fit::unorder(std::uint32_t const Value) { auto const bits{((Value & 0x80000000u) != 0u) ? (Value & 0x7FFFFFFFu) : ~Value}; float result; std::memcpy(&result, &bits, sizeof(result)); return result; } glm::vec3 shadow_fit::light_vector(glm::vec3 const &Sun) { // cap the vertical angle to keep shadows from getting too long return glm::normalize(glm::vec3{Sun.x, std::min(Sun.y, Global.gfx_shadow_angle_min), Sun.z}); } glm::mat3 shadow_fit::light_rotation(glm::vec3 const &Sun) { // the rotation of the view of the shadow pass (setup_pass()) return glm::mat3{glm::lookAt(glm::vec3{0.f}, light_vector(Sun), glm::vec3{0.f, 1.f, 0.f})}; } std::array shadow_fit::fixed_splits() { static_assert(gl::MAX_CASCADES == 3, "the fixed cascades are made for 3 of them"); std::array splits{0.0f, Global.shadowtune.range / 32, Global.shadowtune.range / 8, Global.shadowtune.range}; if (Global.shadowtune.map_size > 2048) { // increase coverage if our shadow map is large enough to produce decent results for (std::size_t idx = 1; idx < splits.size(); ++idx) splits[idx] *= Global.shadowtune.map_size / 2048; } return splits; } char const *shadow_fit::unavailable(bool const Postprocessing, bool const Shadow, std::size_t const Shadowviews) { if (false == Global.gfx_shadowmap_enabled) return "no shadow maps"; if (Global.bWireFrame) return "wireframe"; // the shadows follow the camera, the view shows another one if (DebugCameraFlag) return "debug camera"; if (false == Postprocessing) return "no post processing"; if (EditorModeFlag && Global.EditorOrtho) return "orthographic view"; if ((false == Shadow) || (Shadowviews != 1)) return "the shadows cover more than one view"; return nullptr; } bool shadow_fit::fit(unsigned int const Frame, opengl_camera const &Camera, char const *Unavailable, std::array &Splits, areas &Areas, fit_state &State) const { // a measurement older than this many frames, made with the camera this many metres away or the view turned this many // degrees from the one now, isn't used constexpr unsigned int AGE_MAX{6}; constexpr float SHIFT_MAX{25.f}; constexpr float TURN_MAX{20.f}; // metres an area grows by on each side: the vehicles move in the frames since the measurement too constexpr float MARGIN{0.25f}; auto &state{State}; state = fit_state{}; if (false == Global.gfx_shadow_sdsm) return false; if ((state.reason = Unavailable) != nullptr) return false; auto const *latest{this->latest()}; if (latest == nullptr) { state.reason = "no measurement yet"; return false; } auto const &data{latest->data}; auto const &source{latest->source}; state.age = Frame - latest->frame; state.depthmin = data.depthmin; state.depthmax = data.depthmax; if (state.age > AGE_MAX) { state.reason = "the measurement is too old"; return false; } if (data.samples == 0) { state.reason = "only the sky in the view"; return false; } if (source.range != fixed_splits().back()) { state.reason = "the range of the shadows changed"; return false; } // the shadows of this frame are made for its colour pass auto const &camera{Camera}; auto const shift{glm::vec3{source.camera - camera.position()}}; if (glm::length(shift) > SHIFT_MAX) { state.reason = "the camera jumped"; return false; } auto const turnmatrix{glm::mat3{camera.modelview()} * glm::transpose(source.rotation)}; auto const turn{std::acos(std::clamp((turnmatrix[0][0] + turnmatrix[1][1] + turnmatrix[2][2] - 1.f) * 0.5f, -1.f, 1.f))}; state.turn = glm::degrees(turn); if (state.turn > TURN_MAX) { state.reason = "the view turned too fast"; return false; } auto const &projection{camera.projection()}; if ((std::abs(projection[0][0] - source.projection[0][0]) > 0.02f * std::abs(projection[0][0])) || (std::abs(projection[1][1] - source.projection[1][1]) > 0.02f * std::abs(projection[1][1]))) { state.reason = "the field of view changed"; return false; } // the first cascade from the camera, like the fixed ones. setup_pass() takes distances up to 1 m as shares of the far // end, so the others start past that Splits[0] = 0.f; for (std::size_t split = 1; split < Splits.size(); ++split) Splits[split] = std::max(data.splits[split], Splits[split - 1] + 1.5f); if (false == std::isfinite(Splits.back())) { state.reason = "invalid measurement"; return false; } auto const inverselight{glm::transpose(source.light)}; // the scenery stays where it was while the camera moved, the cab and the train the camera rides with moved along. an area // covers both auto const lightshift{source.light * shift}; auto const chord{2.f * std::sin(turn * 0.5f)}; for (std::size_t cascade = 0; cascade < gl::MAX_CASCADES; ++cascade) { // with nothing of the view in a cascade, its map covers the whole slice if (data.counts[cascade] == 0) continue; auto const *bounds{&data.bounds[cascade * 8]}; glm::vec3 low{unorder(bounds[0]), unorder(bounds[1]), unorder(bounds[2])}; glm::vec3 high{unorder(bounds[4]), unorder(bounds[5]), unorder(bounds[6])}; if ((false == std::isfinite(low.x + low.y + high.x + high.y)) || (low.x > high.x) || (low.y > high.y)) continue; low = glm::min(low, low + lightshift); high = glm::max(high, high + lightshift); // and what came into the view as it turned, out to the reach of the cascade auto const reach{Splits[cascade + 1] + static_cast(gl::MAX_CASCADES - cascade)}; auto const margin{reach * chord + MARGIN + 0.01f * std::max(high.x - low.x, high.y - low.y)}; low -= glm::vec3{margin}; high += glm::vec3{margin}; auto &area{Areas[cascade].emplace()}; for (int corner = 0; corner < 8; ++corner) area[corner] = inverselight * glm::vec3{(corner & 1) ? high.x : low.x, (corner & 2) ? high.y : low.y, (corner & 4) ? high.z : low.z}; } state.fitted = true; return true; } float shadow_fit::fit_slice(std::vector &Points, std::array const *Area, glm::mat3 const &Lightrotation, float &Slicesize) { // a cascade fitted to the depth of the view (gfx.shadow.sdsm) covers the area of the pixels it takes, within the slice of the // view. the areas are compared across the light, the depth along it stays the one of the slice auto quantizationstep{0.f}; glm::vec3 slicemin{std::numeric_limits::max()}, slicemax{std::numeric_limits::lowest()}; for (auto const &point : Points) { auto const lightpoint{Lightrotation * glm::vec3{point}}; slicemin = glm::min(slicemin, lightpoint); slicemax = glm::max(slicemax, lightpoint); } Slicesize = std::max(slicemax.x - slicemin.x, slicemax.y - slicemin.y); if (Area != nullptr) { glm::vec3 areamin{std::numeric_limits::max()}, areamax{std::numeric_limits::lowest()}; for (auto const &point : *Area) { auto const lightpoint{Lightrotation * point}; areamin = glm::min(areamin, lightpoint); areamax = glm::max(areamax, lightpoint); } auto const fitmin{glm::vec2{glm::max(glm::vec2{slicemin}, glm::vec2{areamin})}}; auto const fitmax{glm::vec2{glm::min(glm::vec2{slicemax}, glm::vec2{areamax})}}; if ((fitmin.x < fitmax.x) && (fitmin.y < fitmax.y)) { // the size changes in steps of a power of two of about 1/16 of it, so that the texels of the map keep their size until // the area grows or shrinks by a step auto const size{std::max(fitmax.x - fitmin.x, fitmax.y - fitmin.y)}; quantizationstep = std::exp2(std::ceil(std::log2(std::max(size, 1.f) / 16.f))); Points.clear(); auto const inverserotation{glm::transpose(Lightrotation)}; for (int corner = 0; corner < 8; ++corner) { auto const lightpoint{glm::vec3{(corner & 1) ? fitmax.x : fitmin.x, (corner & 2) ? fitmax.y : fitmin.y, (corner & 4) ? slicemax.z : slicemin.z}}; Points.emplace_back(inverserotation * lightpoint, 1.f); } } } return quantizationstep; } } // namespace gfx