mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 15:39:20 +02:00
752 lines
25 KiB
C++
752 lines
25 KiB
C++
/*
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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/opengl46localshadows.h"
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#include "gl/framebuffer.h"
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#include "gl/ubo.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include "utilities/utilities.h"
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namespace
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{
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// near plane of the maps, metres. surfaces closer to the lamp (its own fitting) cast no shadow
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float const SHADOW_NEAR{0.15f};
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// uniform locations of shadowcube.geom
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GLint const NEAR_LOCATION{0};
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GLint const LAYER_LOCATION{1};
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// layer of the map of the cab lamp in the array
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int const CAB_SLOT{0};
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// a lamp which moved farther than this (an animated submodel) has its scenery drawn anew, metres
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double const LAMP_MOVED{0.01};
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// lamps with a shorter reach aren't worth a map, metres
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float const LAMP_RANGE_MIN{1.f};
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// cube map array of depth maps compared to the reference, one level, Cubes cubes of Size x Size faces
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GLuint make_cube_array(int const Size, int const Cubes)
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{
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GLuint texture{0};
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glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &texture);
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glTextureStorage3D(texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * Cubes);
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// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
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glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTextureParameteri(texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
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glTextureParameteri(texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return texture;
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}
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// 2d array of depth maps compared to the reference, one level, Layers layers of Size x Size
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GLuint make_array(int const Size, int const Layers)
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{
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GLuint texture{0};
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glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &texture);
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glTextureStorage3D(texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, Layers);
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// one level, as the cube maps above
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glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTextureParameteri(texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTextureParameteri(texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return texture;
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}
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// framebuffer drawing to all layers of the depth texture (the geometry shader picks the face); 0 if it can't be made
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GLuint make_framebuffer(GLuint const Texture)
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{
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GLuint framebuffer{0};
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glCreateFramebuffers(1, &framebuffer);
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glNamedFramebufferTexture(framebuffer, GL_DEPTH_ATTACHMENT, Texture, 0);
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glNamedFramebufferDrawBuffer(framebuffer, GL_NONE);
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glNamedFramebufferReadBuffer(framebuffer, GL_NONE);
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if (glCheckNamedFramebufferStatus(framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glDeleteFramebuffers(1, &framebuffer);
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return 0;
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}
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return framebuffer;
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}
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// the state of the drawing to a cube map
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void setup_drawing(GLuint const Framebuffer, int const Size)
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{
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// the framebuffer is bound past the cache of gl::framebuffer, which the end of the drawing resets
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gl::framebuffer::unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer);
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glViewport(0, 0, Size, Size);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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// one sided walls (of cabs, of buildings) face the lamp, they are to cast shadows as well
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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} // namespace
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opengl46_local_shadows::~opengl46_local_shadows()
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{
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release();
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release_lamps();
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release_headlights();
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if (m_empty != 0)
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glDeleteTextures(1, &m_empty);
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if (m_emptyheadlights != 0)
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glDeleteTextures(1, &m_emptyheadlights);
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}
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void opengl46_local_shadows::init()
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{
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gl::shader vertex("shadowcube.vert");
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gl::shader geometry("shadowcube.geom");
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{
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gl::shader fragment("shadowmap.frag");
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m_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
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}
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{
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gl::shader fragment("alphashadowmap.frag");
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m_alpha_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
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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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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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glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_empty);
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glTextureStorage3D(m_empty, 1, GL_DEPTH_COMPONENT32F, 1, 1, 6);
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glTextureParameteri(m_empty, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(m_empty, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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float const farthest{0.f};
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glClearTexImage(m_empty, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
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m_emptyheadlights = make_array(1, 1);
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glTextureParameteri(m_emptyheadlights, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTextureParameteri(m_emptyheadlights, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glClearTexImage(m_emptyheadlights, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
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}
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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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}
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opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
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{
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switch (Level)
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{
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case 1:
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return {512, 4, 0.f, 1, 1024, 2, 8};
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case 2:
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return {1024, 2, 1.f, 1, 1024, 1, 4};
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case 3:
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return {1024, 1, 2.f, 2, 2048, 1, 2};
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default:
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return {0, 0, 0.f, 0, 0, 0, 0};
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}
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}
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void opengl46_local_shadows::allocate(int const Size)
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{
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release();
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if (Size <= 0)
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return;
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m_texture = make_cube_array(Size, CAB_SLOT + 1);
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m_framebuffer = make_framebuffer(m_texture);
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if (m_framebuffer == 0)
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{
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ErrorLog("lamp shadow map framebuffer setup failed, the lamps have no shadows");
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release();
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Global.gfx_lights_shadows = 0;
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return;
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}
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m_size = Size;
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WriteLog("lamp shadow maps: " + std::to_string(Size) + " x " + std::to_string(Size) + " cube");
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}
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void opengl46_local_shadows::release()
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{
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if (m_framebuffer != 0)
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glDeleteFramebuffers(1, &m_framebuffer);
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if (m_texture != 0)
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glDeleteTextures(1, &m_texture);
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m_framebuffer = 0;
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m_texture = 0;
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m_size = 0;
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m_valid = false;
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}
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void opengl46_local_shadows::allocate_lamps(int const Count, int const Size)
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{
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release_lamps();
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if ((Count <= 0) || (Size <= 0))
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return;
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// the scenery parts and the working copies
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m_lampstexture = make_cube_array(Size, 2 * Count);
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m_lampsframebuffer = make_framebuffer(m_lampstexture);
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if (m_lampsframebuffer == 0)
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{
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ErrorLog("scenery lamp shadow map framebuffer setup failed, the scenery lamps have no shadows");
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release_lamps();
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Global.gfx_lights_shadows_lamps = 0;
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return;
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}
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m_lampssize = Size;
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m_slots.assign(static_cast<std::size_t>(Count), lamp_slot{});
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WriteLog("scenery lamp shadow maps: " + std::to_string(Count) + " x " + std::to_string(Size) + " x " + std::to_string(Size) + " cube (" +
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std::to_string(2 * Count * 6 * Size / 1024 * Size * 4 / 1024) + " MB)");
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}
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void opengl46_local_shadows::release_lamps()
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{
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if (m_lampsframebuffer != 0)
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glDeleteFramebuffers(1, &m_lampsframebuffer);
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if (m_lampstexture != 0)
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glDeleteTextures(1, &m_lampstexture);
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m_lampsframebuffer = 0;
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m_lampstexture = 0;
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m_lampssize = 0;
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m_slots.clear();
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m_wanted.clear();
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}
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void opengl46_local_shadows::allocate_headlights(int const Count, int const Size)
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{
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release_headlights();
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if ((Count <= 0) || (Size <= 0))
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return;
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m_headlightstexture = make_array(Size, Count);
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glCreateFramebuffers(1, &m_headlightsframebuffer);
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glNamedFramebufferTextureLayer(m_headlightsframebuffer, GL_DEPTH_ATTACHMENT, m_headlightstexture, 0, 0);
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glNamedFramebufferDrawBuffer(m_headlightsframebuffer, GL_NONE);
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glNamedFramebufferReadBuffer(m_headlightsframebuffer, GL_NONE);
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if (glCheckNamedFramebufferStatus(m_headlightsframebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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ErrorLog("headlight shadow map framebuffer setup failed, the headlights have no shadows");
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release_headlights();
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Global.gfx_lights_shadows_headlights = 0;
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return;
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}
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m_headlightssize = Size;
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m_headlightslots.assign(static_cast<std::size_t>(Count), headlight_slot{});
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WriteLog("headlight shadow maps: " + std::to_string(Count) + " x " + std::to_string(Size) + " x " + std::to_string(Size) + " (" +
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std::to_string(Count * Size / 1024 * Size * 4 / 1024) + " MB)");
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}
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void opengl46_local_shadows::release_headlights()
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{
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if (m_headlightsframebuffer != 0)
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glDeleteFramebuffers(1, &m_headlightsframebuffer);
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if (m_headlightstexture != 0)
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glDeleteTextures(1, &m_headlightstexture);
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m_headlightsframebuffer = 0;
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m_headlightstexture = 0;
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m_headlightssize = 0;
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m_headlightslots.clear();
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m_headlightswanted.clear();
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}
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void opengl46_local_shadows::bind()
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{
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glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
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glBindTextureUnit(gl::LOCAL_SHADOW_LAMPS_TEX, (m_lampstexture != 0) ? m_lampstexture : m_empty);
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glBindTextureUnit(gl::HEADLIGHT_SHADOW_TEX, (m_headlightstexture != 0) ? m_headlightstexture : m_emptyheadlights);
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}
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bool opengl46_local_shadows::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp)
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{
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auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
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if (level != m_level)
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{
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m_level = level;
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auto const size{setup(level).size};
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if (size != m_size)
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allocate(size);
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m_valid = false;
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}
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if ((m_size == 0) || (Vehicle == nullptr) || (Cab == nullptr))
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{
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// with the lamp off nothing reads the map; once it is on again the cab may have changed
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m_valid = false;
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return false;
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}
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if ((false == m_valid) || (Vehicle != m_vehicle) || (Cab != m_cab) || (Lamp != m_lamp))
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{
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m_valid = false;
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}
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// the moving parts of the cab are followed every few frames
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if (m_valid && (Framestamp - m_drawnframe < setup(level).interval))
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{
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return false;
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}
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m_vehicle = Vehicle;
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m_cab = Cab;
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m_lamp = Lamp;
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m_drawnframe = Framestamp;
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return true;
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}
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void opengl46_local_shadows::begin()
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{
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m_cpustart = std::chrono::steady_clock::now();
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m_timer.begin();
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set_layer(CAB_SLOT * 6);
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setup_drawing(m_framebuffer, m_size);
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float const farthest{0.f};
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glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
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}
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void opengl46_local_shadows::end(std::uint32_t const Drawcalls)
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{
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glEnable(GL_CULL_FACE);
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gl::framebuffer::unbind();
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m_timer.end();
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m_valid = true;
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m_drawcalls = Drawcalls;
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++m_updatecount;
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auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
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m_cputime = (m_cputime == 0.0 ? elapsed : m_cputime * 0.9 + elapsed * 0.1);
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}
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glm::vec4 opengl46_local_shadows::weights() const
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{
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// a face spans twice the distance from the lamp
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return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
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}
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void opengl46_local_shadows::update_lamps(std::vector<opengl46_local_lights::light> const &Lights, glm::dvec3 const &Camera, std::uint64_t const Version, unsigned int const Framestamp)
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{
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m_frame = Framestamp;
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m_wanted.clear();
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auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
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auto const count{level > 0 ? Global.gfx_lights_shadows_lamps : 0};
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auto const size{count > 0 ? Global.gfx_lights_shadows_lamps_size : 0};
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if ((static_cast<std::size_t>(count) != m_slots.size()) || (size != m_lampssize))
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{
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allocate_lamps(count, size);
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}
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if (m_slots.empty())
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{
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return;
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}
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m_sceneryleft = setup(level).sceneryperframe;
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auto const reach{static_cast<double>(Global.gfx_lights_shadows_lamps_range)};
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// the lights come the most important first: the first ones within reach get the slots
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std::vector<opengl46_local_lights::light const *> picked;
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for (auto const &light : Lights)
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{
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if (picked.size() >= m_slots.size())
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{
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break;
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}
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if ((light.owner == nullptr) || (light.range < LAMP_RANGE_MIN) || (glm::length(light.position - Camera) > reach))
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{
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continue;
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}
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picked.emplace_back(&light);
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}
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// lamps which already have a slot keep it
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std::vector<opengl46_local_lights::light const *> unplaced;
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for (auto const *light : picked)
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{
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auto placed{false};
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for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
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{
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auto &slot{m_slots[idx]};
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if ((slot.owner == light->owner) && (slot.part == light->part) && (slot.wantedframe != Framestamp))
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{
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if (glm::length(slot.position - light->position) > LAMP_MOVED)
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{
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slot.scenery = false;
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slot.vehicles = false;
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}
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slot.position = light->position;
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slot.range = light->range;
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slot.wantedframe = Framestamp;
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m_wanted.emplace_back(idx);
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placed = true;
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break;
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}
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}
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if (false == placed)
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{
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unplaced.emplace_back(light);
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}
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}
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// the others take the slots of lamps no longer picked
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for (auto const *light : unplaced)
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{
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for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
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{
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auto &slot{m_slots[idx]};
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if (slot.wantedframe == Framestamp)
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{
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continue;
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}
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slot = lamp_slot{};
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slot.owner = light->owner;
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slot.part = light->part;
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slot.position = light->position;
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slot.range = light->range;
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slot.wantedframe = Framestamp;
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m_wanted.emplace_back(idx);
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break;
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}
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}
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// the scene changed (events, the editor): the scenery parts are out of date
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for (auto &slot : m_slots)
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{
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if (slot.scenery && (slot.version != Version))
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{
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slot.scenery = false;
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slot.vehicles = false;
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}
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}
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}
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void opengl46_local_shadows::reset_lamps()
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{
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for (auto &slot : m_slots)
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{
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slot = lamp_slot{};
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}
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m_wanted.clear();
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}
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bool opengl46_local_shadows::scenery_wanted(std::size_t const Slot)
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{
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if (m_slots[Slot].scenery || (m_sceneryleft <= 0))
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{
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return false;
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}
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--m_sceneryleft;
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return true;
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}
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bool opengl46_local_shadows::vehicles_wanted(std::size_t const Slot, unsigned int const Framestamp) const
|
|
{
|
|
auto const &slot{m_slots[Slot]};
|
|
return slot.scenery && ((false == slot.vehicles) || (Framestamp - slot.vehiclesframe >= setup(m_level).interval));
|
|
}
|
|
|
|
void opengl46_local_shadows::begin_lamp(std::size_t const Slot, bool const Vehicles, std::uint64_t const Version, unsigned int const Framestamp)
|
|
{
|
|
auto &slot{m_slots[Slot]};
|
|
auto const scenerycube{static_cast<int>(Slot)};
|
|
auto const workingcube{static_cast<int>(m_slots.size() + Slot)};
|
|
if (Vehicles)
|
|
{
|
|
// the vehicles go over the scenery
|
|
glCopyImageSubData(m_lampstexture, GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, scenerycube * 6, m_lampstexture, GL_TEXTURE_CUBE_MAP_ARRAY, 0, 0, 0, workingcube * 6, m_lampssize, m_lampssize, 6);
|
|
slot.vehicles = true;
|
|
slot.vehiclesframe = Framestamp;
|
|
++m_lampsvehicles;
|
|
}
|
|
else
|
|
{
|
|
float const farthest{0.f};
|
|
glClearTexSubImage(m_lampstexture, 0, 0, 0, scenerycube * 6, m_lampssize, m_lampssize, 6, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
|
|
slot.scenery = true;
|
|
slot.version = Version;
|
|
slot.vehicles = false;
|
|
++m_lampsscenery;
|
|
}
|
|
set_layer((Vehicles ? workingcube : scenerycube) * 6);
|
|
setup_drawing(m_lampsframebuffer, m_lampssize);
|
|
}
|
|
|
|
void opengl46_local_shadows::end_lamp(std::uint32_t const Drawcalls)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
gl::framebuffer::unbind();
|
|
set_layer(CAB_SLOT * 6);
|
|
m_lampsframedrawcalls += Drawcalls;
|
|
}
|
|
|
|
void opengl46_local_shadows::lamps_timer_begin()
|
|
{
|
|
m_lampsframedrawcalls = 0;
|
|
m_cpustart = std::chrono::steady_clock::now();
|
|
m_lampstimer.begin();
|
|
m_lampstiming = true;
|
|
}
|
|
|
|
void opengl46_local_shadows::lamps_timer_end()
|
|
{
|
|
if (false == m_lampstiming)
|
|
{
|
|
return;
|
|
}
|
|
m_lampstimer.end();
|
|
m_lampstiming = false;
|
|
m_lampsdrawcalls = m_lampsframedrawcalls;
|
|
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
|
|
m_lampscputime = (m_lampscputime == 0.0 ? elapsed : m_lampscputime * 0.9 + elapsed * 0.1);
|
|
}
|
|
|
|
opengl46_local_shadows::lamp_slot const *opengl46_local_shadows::lamp(opengl46_local_lights::light const &Light, std::size_t &Slot) const
|
|
{
|
|
if (Light.owner == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
for (auto const idx : m_wanted)
|
|
{
|
|
auto const &slot{m_slots[idx]};
|
|
if ((slot.owner == Light.owner) && (slot.part == Light.part))
|
|
{
|
|
if (false == slot.scenery)
|
|
{
|
|
return nullptr;
|
|
}
|
|
Slot = idx;
|
|
return &slot;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
glm::vec4 opengl46_local_shadows::lamp_weights(std::size_t const Slot) const
|
|
{
|
|
auto const cube{m_slots[Slot].vehicles ? m_slots.size() + Slot : Slot};
|
|
return glm::vec4{static_cast<float>(cube), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_lampssize, 1)), setup(m_level).radius};
|
|
}
|
|
|
|
void opengl46_local_shadows::update_headlights(std::vector<light_array::light_record const *> const &Lights, unsigned int const Framestamp)
|
|
{
|
|
m_headlightswanted.clear();
|
|
auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
|
|
auto const count{level > 0 ? std::clamp(Global.gfx_lights_shadows_headlights, 0, static_cast<int>(gl::MAX_HEADLIGHT_SHADOWS)) : 0};
|
|
auto const size{count > 0 ? setup(level).headlightsize : 0};
|
|
if ((static_cast<std::size_t>(count) != m_headlightslots.size()) || (size != m_headlightssize))
|
|
{
|
|
allocate_headlights(count, size);
|
|
}
|
|
if (m_headlightslots.empty())
|
|
{
|
|
return;
|
|
}
|
|
// sets which already have a slot keep it
|
|
std::vector<light_array::light_record const *> unplaced;
|
|
for (auto const *light : Lights)
|
|
{
|
|
if (m_headlightswanted.size() + unplaced.size() >= m_headlightslots.size())
|
|
{
|
|
break;
|
|
}
|
|
auto placed{false};
|
|
for (std::size_t idx = 0; idx < m_headlightslots.size(); ++idx)
|
|
{
|
|
auto &slot{m_headlightslots[idx]};
|
|
if ((slot.owner == light->owner) && (slot.index == light->index) && (slot.wantedframe != Framestamp))
|
|
{
|
|
slot.wantedframe = Framestamp;
|
|
m_headlightswanted.emplace_back(idx);
|
|
placed = true;
|
|
break;
|
|
}
|
|
}
|
|
if (false == placed)
|
|
{
|
|
unplaced.emplace_back(light);
|
|
}
|
|
}
|
|
// the others take the slots of sets no longer picked
|
|
for (auto const *light : unplaced)
|
|
{
|
|
for (std::size_t idx = 0; idx < m_headlightslots.size(); ++idx)
|
|
{
|
|
auto &slot{m_headlightslots[idx]};
|
|
if (slot.wantedframe == Framestamp)
|
|
{
|
|
continue;
|
|
}
|
|
slot = headlight_slot{};
|
|
slot.owner = light->owner;
|
|
slot.index = light->index;
|
|
slot.wantedframe = Framestamp;
|
|
m_headlightswanted.emplace_back(idx);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void opengl46_local_shadows::reset_headlights()
|
|
{
|
|
for (auto &slot : m_headlightslots)
|
|
{
|
|
slot = headlight_slot{};
|
|
}
|
|
m_headlightswanted.clear();
|
|
}
|
|
|
|
bool opengl46_local_shadows::headlight_wanted(std::size_t const Slot, bool const Moved, unsigned int const Framestamp) const
|
|
{
|
|
auto const &slot{m_headlightslots[Slot]};
|
|
auto const level{setup(m_level)};
|
|
return (false == slot.drawn) || (Framestamp - slot.drawnframe >= (Moved ? level.headlightmoving : level.headlightstill));
|
|
}
|
|
|
|
void opengl46_local_shadows::begin_headlight(std::size_t const Slot, glm::dvec3 const &Projector, glm::mat3 const &Rotation, glm::mat4 const &Projection, glm::vec3 const &Direction, unsigned int const Framestamp)
|
|
{
|
|
auto &slot{m_headlightslots[Slot]};
|
|
slot.drawn = true;
|
|
slot.drawnframe = Framestamp;
|
|
slot.projector = Projector;
|
|
slot.rotation = Rotation;
|
|
slot.projection = Projection;
|
|
slot.direction = Direction;
|
|
++m_headlightsdrawn;
|
|
|
|
gl::framebuffer::unbind();
|
|
glNamedFramebufferTextureLayer(m_headlightsframebuffer, GL_DEPTH_ATTACHMENT, m_headlightstexture, 0, static_cast<GLint>(Slot));
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_headlightsframebuffer);
|
|
glViewport(0, 0, m_headlightssize, m_headlightssize);
|
|
float const farthest{0.f};
|
|
glClearNamedFramebufferfv(m_headlightsframebuffer, GL_DEPTH, 0, &farthest);
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
// as in the shadows of the sun: the back faces, so the lit faces (the ground most of all, which the beam skims) don't shadow themselves
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
|
|
void opengl46_local_shadows::end_headlight(std::uint32_t const Drawcalls)
|
|
{
|
|
gl::framebuffer::unbind();
|
|
m_headlightsframedrawcalls += Drawcalls;
|
|
}
|
|
|
|
void opengl46_local_shadows::headlights_timer_begin()
|
|
{
|
|
m_headlightsframedrawcalls = 0;
|
|
m_headlightscpustart = std::chrono::steady_clock::now();
|
|
m_headlightstimer.begin();
|
|
m_headlightstiming = true;
|
|
}
|
|
|
|
void opengl46_local_shadows::headlights_timer_end()
|
|
{
|
|
if (false == m_headlightstiming)
|
|
{
|
|
return;
|
|
}
|
|
m_headlightstimer.end();
|
|
m_headlightstiming = false;
|
|
m_headlightsdrawcalls = m_headlightsframedrawcalls;
|
|
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_headlightscpustart).count()};
|
|
m_headlightscputime = (m_headlightscputime == 0.0 ? elapsed : m_headlightscputime * 0.9 + elapsed * 0.1);
|
|
}
|
|
|
|
int opengl46_local_shadows::headlight_map(TDynamicObject const *Owner, int const Index) const
|
|
{
|
|
for (auto const idx : m_headlightswanted)
|
|
{
|
|
auto const &slot{m_headlightslots[idx]};
|
|
if ((slot.owner == Owner) && (slot.index == Index))
|
|
{
|
|
return (slot.drawn ? static_cast<int>(idx) : -1);
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
glm::vec4 opengl46_local_shadows::headlight_params(std::size_t const Slot) const
|
|
{
|
|
// a map spans 2 tan(fov / 2) one metre from the projector, and the projection holds 1 / tan(fov / 2)
|
|
auto const &projection{m_headlightslots[Slot].projection};
|
|
return glm::vec4{2.f / (std::max(projection[1][1], 1e-6f) * static_cast<float>(std::max(m_headlightssize, 1))), setup(m_level).radius, 0.f, 0.f};
|
|
}
|
|
|
|
std::string opengl46_local_shadows::info_times()
|
|
{
|
|
std::string text;
|
|
if (auto const time = m_timer.result())
|
|
text += " lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
|
|
if (auto const time = m_lampstimer.result())
|
|
text += " scenery lamp shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
|
|
if (auto const time = m_headlightstimer.result())
|
|
text += " headlight shadows: " + to_string(static_cast<double>(*time) / 1000000.0, 3) + " ms\n";
|
|
return text;
|
|
}
|
|
|
|
std::string opengl46_local_shadows::info() const
|
|
{
|
|
std::string text;
|
|
if (m_size != 0)
|
|
{
|
|
text += "\nlamp shadows: " + std::to_string(m_size) + " cube, " + (m_valid ? "cab lamp" : "none") + ", " + std::to_string(m_drawcalls) + " drawcalls, cpu " + to_string(m_cputime, 2) +
|
|
" ms";
|
|
}
|
|
if (false == m_slots.empty())
|
|
{
|
|
auto withvehicles{0};
|
|
auto ready{0};
|
|
for (auto const idx : m_wanted)
|
|
{
|
|
ready += (m_slots[idx].scenery ? 1 : 0);
|
|
withvehicles += (m_slots[idx].vehicles ? 1 : 0);
|
|
}
|
|
text += "\nscenery lamp shadows: " + std::to_string(m_wanted.size()) + " of " + std::to_string(m_slots.size()) + " slots (" + std::to_string(ready) + " ready, " +
|
|
std::to_string(withvehicles) + " with vehicles), drawn " + std::to_string(m_lampsscenery) + " scenery + " + std::to_string(m_lampsvehicles) + " vehicles, " +
|
|
std::to_string(m_lampsdrawcalls) + " drawcalls, cpu " + to_string(m_lampscputime, 2) + " ms";
|
|
}
|
|
if (false == m_headlightslots.empty())
|
|
{
|
|
auto ready{0};
|
|
for (auto const idx : m_headlightswanted)
|
|
{
|
|
ready += (m_headlightslots[idx].drawn ? 1 : 0);
|
|
}
|
|
text += "\nheadlight shadows: " + std::to_string(m_headlightswanted.size()) + " of " + std::to_string(m_headlightslots.size()) + " slots (" + std::to_string(ready) + " ready), " +
|
|
std::to_string(m_headlightssize) + " map, drawn " + std::to_string(m_headlightsdrawn) + " times, " + std::to_string(m_headlightsdrawcalls) + " drawcalls, cpu " +
|
|
to_string(m_headlightscputime, 2) + " ms";
|
|
}
|
|
return text;
|
|
}
|
|
|
|
void opengl46_local_shadows::draw_debug_ui()
|
|
{
|
|
char const *levels[]{"no", "low (512, every 4th frame)", "medium (1024, every 2nd frame)", "high (1024, every frame, softer)"};
|
|
ImGui::Combo("lamp shadows (gfx.lights.shadows)", &Global.gfx_lights_shadows, levels, IM_ARRAYSIZE(levels));
|
|
if (m_size != 0)
|
|
{
|
|
ImGui::Text("cab: cube %d x %d, %s, drawn %u times, %u drawcalls, %.2f ms (cpu)", m_size, m_size, m_valid ? "cab lamp" : "no lamp", m_updatecount, m_drawcalls, m_cputime);
|
|
}
|
|
ImGui::SliderInt("scenery lamps with shadows (gfx.lights.shadows.lamps)", &Global.gfx_lights_shadows_lamps, 0, 32);
|
|
ImGui::SliderFloat("their reach from the camera, m (.lamps.range)", &Global.gfx_lights_shadows_lamps_range, 0.f, 500.f);
|
|
ImGui::SliderFloat("vehicles casting them, from the camera, m (.vehicles.range)", &Global.gfx_lights_shadows_vehicles_range, 0.f, 500.f);
|
|
if (false == m_slots.empty())
|
|
{
|
|
auto const text{info()};
|
|
auto const line{text.find("\nscenery lamp shadows:")};
|
|
auto const end{(line == std::string::npos) ? std::string::npos : text.find('\n', line + 1)};
|
|
if (line != std::string::npos)
|
|
ImGui::TextUnformatted(text.substr(line + 1, end == std::string::npos ? std::string::npos : end - line - 1).c_str());
|
|
}
|
|
ImGui::SliderInt("headlights with shadows (gfx.lights.shadows.headlights)", &Global.gfx_lights_shadows_headlights, 0, static_cast<int>(gl::MAX_HEADLIGHT_SHADOWS));
|
|
ImGui::SliderFloat("their reach ahead of the vehicle, m (.headlights.range)", &Global.gfx_lights_shadows_headlights_range, 10.f, 1000.f);
|
|
if (false == m_headlightslots.empty())
|
|
{
|
|
auto const text{info()};
|
|
auto const line{text.rfind('\n')};
|
|
ImGui::TextUnformatted(text.c_str() + (line == std::string::npos ? 0 : line + 1));
|
|
}
|
|
}
|