17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 10:59:20 +02:00
Files
maszyna/rendering/opengl46/opengl46localshadows.cpp

521 lines
16 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};
// a lamp which moved farther than this (an animated submodel) has its scenery drawn anew, metres
double const LAMP_MOVED{0.01};
// lamps with a shorter reach aren't worth a map, metres
float const LAMP_RANGE_MIN{1.f};
// cube map array of depth maps compared to the reference, one level, Cubes cubes of Size x Size faces
GLuint make_cube_array(int const Size, int const Cubes)
{
GLuint texture{0};
glCreateTextures(GL_TEXTURE_CUBE_MAP_ARRAY, 1, &texture);
glTextureStorage3D(texture, 1, GL_DEPTH_COMPONENT32F, Size, Size, 6 * Cubes);
// 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(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(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(texture, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
return texture;
}
// framebuffer drawing to all layers of the depth texture (the geometry shader picks the face); 0 if it can't be made
GLuint make_framebuffer(GLuint const Texture)
{
GLuint framebuffer{0};
glCreateFramebuffers(1, &framebuffer);
glNamedFramebufferTexture(framebuffer, GL_DEPTH_ATTACHMENT, Texture, 0);
glNamedFramebufferDrawBuffer(framebuffer, GL_NONE);
glNamedFramebufferReadBuffer(framebuffer, GL_NONE);
if (glCheckNamedFramebufferStatus(framebuffer, GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteFramebuffers(1, &framebuffer);
return 0;
}
return framebuffer;
}
// the state of the drawing to a cube map
void setup_drawing(GLuint const Framebuffer, int const Size)
{
// the framebuffer is bound past the cache of gl::framebuffer, which the end of the drawing resets
gl::framebuffer::unbind();
glBindFramebuffer(GL_FRAMEBUFFER, Framebuffer);
glViewport(0, 0, Size, Size);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
// one sided walls (of cabs, of buildings) face the lamp, they are to cast shadows as well
glDisable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
} // namespace
opengl46_local_shadows::~opengl46_local_shadows()
{
release();
release_lamps();
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);
set_layer(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);
}
void opengl46_local_shadows::set_layer(int const Layer)
{
glProgramUniform1i(*m_program, LAYER_LOCATION, Layer);
glProgramUniform1i(*m_alpha_program, LAYER_LOCATION, Layer);
}
opengl46_local_shadows::level_setup opengl46_local_shadows::setup(int const Level)
{
switch (Level)
{
case 1:
return {512, 4, 0.f, 1};
case 2:
return {1024, 2, 1.f, 1};
case 3:
return {1024, 1, 2.f, 2};
default:
return {0, 0, 0.f, 0};
}
}
void opengl46_local_shadows::allocate(int const Size)
{
release();
if (Size <= 0)
return;
m_texture = make_cube_array(Size, CAB_SLOT + 1);
m_framebuffer = make_framebuffer(m_texture);
if (m_framebuffer == 0)
{
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::allocate_lamps(int const Count, int const Size)
{
release_lamps();
if ((Count <= 0) || (Size <= 0))
return;
// the scenery parts and the working copies
m_lampstexture = make_cube_array(Size, 2 * Count);
m_lampsframebuffer = make_framebuffer(m_lampstexture);
if (m_lampsframebuffer == 0)
{
ErrorLog("scenery lamp shadow map framebuffer setup failed, the scenery lamps have no shadows");
release_lamps();
Global.gfx_lights_shadows_lamps = 0;
return;
}
m_lampssize = Size;
m_slots.assign(static_cast<std::size_t>(Count), lamp_slot{});
WriteLog("scenery lamp shadow maps: " + std::to_string(Count) + " x " + std::to_string(Size) + " x " + std::to_string(Size) + " cube (" +
std::to_string(2 * Count * 6 * Size / 1024 * Size * 4 / 1024) + " MB)");
}
void opengl46_local_shadows::release_lamps()
{
if (m_lampsframebuffer != 0)
glDeleteFramebuffers(1, &m_lampsframebuffer);
if (m_lampstexture != 0)
glDeleteTextures(1, &m_lampstexture);
m_lampsframebuffer = 0;
m_lampstexture = 0;
m_lampssize = 0;
m_slots.clear();
m_wanted.clear();
}
void opengl46_local_shadows::bind()
{
glBindTextureUnit(gl::LOCAL_SHADOW_TEX, (m_texture != 0) ? m_texture : m_empty);
glBindTextureUnit(gl::LOCAL_SHADOW_LAMPS_TEX, (m_lampstexture != 0) ? m_lampstexture : 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();
set_layer(CAB_SLOT * 6);
setup_drawing(m_framebuffer, m_size);
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};
}
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)
{
m_frame = Framestamp;
m_wanted.clear();
auto const level{std::clamp(Global.gfx_lights_shadows, 0, 3)};
auto const count{level > 0 ? Global.gfx_lights_shadows_lamps : 0};
auto const size{count > 0 ? Global.gfx_lights_shadows_lamps_size : 0};
if ((static_cast<std::size_t>(count) != m_slots.size()) || (size != m_lampssize))
{
allocate_lamps(count, size);
}
if (m_slots.empty())
{
return;
}
m_sceneryleft = setup(level).sceneryperframe;
auto const reach{static_cast<double>(Global.gfx_lights_shadows_lamps_range)};
// the lights come the most important first: the first ones within reach get the slots
std::vector<opengl46_local_lights::light const *> picked;
for (auto const &light : Lights)
{
if (picked.size() >= m_slots.size())
{
break;
}
if ((light.owner == nullptr) || (light.range < LAMP_RANGE_MIN) || (glm::length(light.position - Camera) > reach))
{
continue;
}
picked.emplace_back(&light);
}
// lamps which already have a slot keep it
std::vector<opengl46_local_lights::light const *> unplaced;
for (auto const *light : picked)
{
auto placed{false};
for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
{
auto &slot{m_slots[idx]};
if ((slot.owner == light->owner) && (slot.part == light->part) && (slot.wantedframe != Framestamp))
{
if (glm::length(slot.position - light->position) > LAMP_MOVED)
{
slot.scenery = false;
slot.vehicles = false;
}
slot.position = light->position;
slot.range = light->range;
slot.wantedframe = Framestamp;
m_wanted.emplace_back(idx);
placed = true;
break;
}
}
if (false == placed)
{
unplaced.emplace_back(light);
}
}
// the others take the slots of lamps no longer picked
for (auto const *light : unplaced)
{
for (std::size_t idx = 0; idx < m_slots.size(); ++idx)
{
auto &slot{m_slots[idx]};
if (slot.wantedframe == Framestamp)
{
continue;
}
slot = lamp_slot{};
slot.owner = light->owner;
slot.part = light->part;
slot.position = light->position;
slot.range = light->range;
slot.wantedframe = Framestamp;
m_wanted.emplace_back(idx);
break;
}
}
// the scene changed (events, the editor): the scenery parts are out of date
for (auto &slot : m_slots)
{
if (slot.scenery && (slot.version != Version))
{
slot.scenery = false;
slot.vehicles = false;
}
}
}
void opengl46_local_shadows::reset_lamps()
{
for (auto &slot : m_slots)
{
slot = lamp_slot{};
}
m_wanted.clear();
}
bool opengl46_local_shadows::scenery_wanted(std::size_t const Slot)
{
if (m_slots[Slot].scenery || (m_sceneryleft <= 0))
{
return false;
}
--m_sceneryleft;
return true;
}
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};
}
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";
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";
}
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.rfind('\n')};
ImGui::TextUnformatted(text.c_str() + (line == std::string::npos ? 0 : line + 1));
}
}