17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 12:39:18 +02:00
Files
maszyna/rendering/opengl46/opengl46localshadows.cpp

224 lines
7.4 KiB
C++

/*
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/opengl46/opengl46localshadows.h"
#include "gl/framebuffer.h"
#include "gl/ubo.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/utilities.h"
namespace
{
// near plane of the maps, metres. surfaces closer to the lamp (its own fitting) cast no shadow
float const SHADOW_NEAR{0.15f};
// uniform locations of shadowcube.geom
GLint const NEAR_LOCATION{0};
GLint const LAYER_LOCATION{1};
// layer of the map of the cab lamp in the array
int const CAB_SLOT{0};
} // namespace
opengl46_local_shadows::~opengl46_local_shadows()
{
release();
if (m_empty != 0)
glDeleteTextures(1, &m_empty);
}
void opengl46_local_shadows::init()
{
gl::shader vertex("shadowcube.vert");
gl::shader geometry("shadowcube.geom");
{
gl::shader fragment("shadowmap.frag");
m_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
}
{
gl::shader fragment("alphashadowmap.frag");
m_alpha_program = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, geometry, fragment});
}
glProgramUniform1f(*m_program, NEAR_LOCATION, SHADOW_NEAR);
glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, SHADOW_NEAR);
glProgramUniform1i(*m_program, LAYER_LOCATION, CAB_SLOT * 6);
glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, CAB_SLOT * 6);
// a shadow sampler with no depth texture to read from is undefined, also where the shading doesn't read it
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_empty);
glTextureStorage3D(m_empty, 1, GL_DEPTH_COMPONENT32F, 1, 1, 6);
glTextureParameteri(m_empty, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(m_empty, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTextureParameteri(m_empty, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
float const farthest{0.f};
glClearTexImage(m_empty, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
}
opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
{
switch (Level)
{
case 1:
return {512, 4, 0.f};
case 2:
return {1024, 2, 1.f};
case 3:
return {1024, 1, 2.f};
default:
return {0, 0, 0.f};
}
}
void opengl46_local_shadows::allocate(int const Size)
{
release();
if (Size <= 0)
return;
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &m_texture);
glTextureStorage3D(m_texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * (CAB_SLOT + 1));
// one level: the lookups need no derivatives, also in the loops over the lights the fragments of a quad don't go through together
glTextureParameteri(m_texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(m_texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(m_texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
// 1 (shadow) where the map holds n / d at least as large as the reference: a surface at most as far from the lamp
glTextureParameteri(m_texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glCreateFramebuffers(1, &m_framebuffer);
// all layers: the geometry shader picks the face
glNamedFramebufferTexture(m_framebuffer, GL_DEPTH_ATTACHMENT, m_texture, 0);
glNamedFramebufferDrawBuffer(m_framebuffer, GL_NONE);
glNamedFramebufferReadBuffer(m_framebuffer, GL_NONE);
if (glCheckNamedFramebufferStatus(m_framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
ErrorLog("lamp shadow map framebuffer setup failed, the lamps have no shadows");
release();
Global.gfx_lights_shadows = 0;
return;
}
m_size = Size;
WriteLog("lamp shadow maps: " + std::to_string(Size) + " x " + std::to_string(Size) + " cube");
}
void opengl46_local_shadows::release()
{
if (m_framebuffer != 0)
glDeleteFramebuffers(1, &m_framebuffer);
if (m_texture != 0)
glDeleteTextures(1, &m_texture);
m_framebuffer = 0;
m_texture = 0;
m_size = 0;
m_valid = false;
}
void opengl46_local_shadows::bind()
{
glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
}
bool opengl46_local_shadows::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Lamp, unsigned int const Framestamp)
{
auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
if (level != m_level)
{
m_level = level;
auto const size{setup(level).size};
if (size != m_size)
allocate(size);
m_valid = false;
}
if ((m_size == 0) || (Vehicle == nullptr) || (Cab == nullptr))
{
// with the lamp off nothing reads the map; once it is on again the cab may have changed
m_valid = false;
return false;
}
if ((false == m_valid) || (Vehicle != m_vehicle) || (Cab != m_cab) || (Lamp != m_lamp))
{
m_valid = false;
}
// the moving parts of the cab are followed every few frames
if (m_valid && (Framestamp - m_drawnframe < setup(level).interval))
{
return false;
}
m_vehicle = Vehicle;
m_cab = Cab;
m_lamp = Lamp;
m_drawnframe = Framestamp;
return true;
}
void opengl46_local_shadows::begin()
{
m_cpustart = std::chrono::steady_clock::now();
m_timer.begin();
// the framebuffer is bound past the cache of gl::framebuffer, which end() resets
gl::framebuffer::unbind();
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glViewport(0, 0, m_size, m_size);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// one sided walls of the cab face the lamp, they are to cast shadows as well
glDisable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
float const farthest{0.f};
glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
}
void opengl46_local_shadows::end(std::uint32_t const Drawcalls)
{
glEnable(GL_CULL_FACE);
gl::framebuffer::unbind();
m_timer.end();
m_valid = true;
m_drawcalls = Drawcalls;
++m_updatecount;
auto const elapsed{std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - m_cpustart).count()};
m_cputime = (m_cputime == 0.0 ? elapsed : m_cputime * 0.9 + elapsed * 0.1);
}
glm::vec4 opengl46_local_shadows::weights() const
{
// a face spans twice the distance from the lamp
return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
}
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";
return text;
}
std::string opengl46_local_shadows::info() const
{
if (m_size == 0)
return "";
return "\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";
}
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)
return;
ImGui::Text("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);
}