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maszyna/rendering/common/cabprobe.cpp

265 lines
8.3 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/common/cabprobe.h"
#include "rendering/common/skyocclusion.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/utilities.h"
#include "vehicle/DynObj.h"
namespace gfx
{
namespace
{
// a change of the light of the cab lamp larger than this share of it (the lamp switched, dimmed, the daylight it fades in) has the
// probe drawn anew at once; smaller ones wait for the next update
float const LAMP_CHANGED{0.05f};
float max_component(glm::vec3 const &Color)
{
return std::max(Color.r, std::max(Color.g, Color.b));
}
} // namespace
int cab_probe::size_of(int const Level)
{
switch (Level)
{
case 1:
return 64;
case 2:
return 128;
case 3:
return 256;
default:
return 0;
}
}
void cab_probe::allocate(int const Size)
{
release();
if (Size <= 0)
return;
if (false == gpu_allocate(Size))
{
ErrorLog("cab probe framebuffer setup failed, no cab probe");
release();
Global.gfx_cabprobe = 0;
m_level = 0;
return;
}
m_size = Size;
WriteLog("cab probe: " + std::to_string(Size) + " x " + std::to_string(Size) + " cube");
}
void cab_probe::release()
{
gpu_release();
m_size = 0;
m_valid = false;
m_masked = false;
}
bool cab_probe::update_wanted(TDynamicObject const *Vehicle, TModel3d const *Cab, glm::vec3 const &Center, glm::vec3 const &Extent, gfx::local_lights::light const *Lamp, unsigned int const Framestamp)
{
auto const level{std::clamp(Global.gfx_cabprobe, 0, 3)};
if (level != m_level)
{
m_level = level;
auto const size{size_of(level)};
if (size != m_size)
allocate(size);
m_valid = false;
m_masked = false;
}
if ((m_size == 0) || (Vehicle == nullptr) || (Cab == nullptr) || (Extent == glm::vec3{0.f}))
{
// with no cab drawn nothing reads the probe; once there is one again it may be another
m_valid = false;
m_masked = false;
return false;
}
auto const lamp{Lamp != nullptr ? Lamp->color : glm::vec3{0.f}};
auto const lampchange{glm::length(lamp - m_lamp)};
auto const lampchanged{(lampchange > 0.f) && ((max_component(m_lamp) <= 0.f) || (max_component(lamp) <= 0.f) || (lampchange > LAMP_CHANGED * glm::length(m_lamp)))};
if ((Vehicle != m_vehicle) || (Cab != m_cab) || (Center != m_center) || (Extent != m_extent))
{
// the mask is of another cab
m_valid = false;
m_masked = false;
}
if (lampchanged)
{
m_valid = false;
}
// the moving parts of the cab, the lights of the desk and the sun are followed every few frames; a probe drawn without its mask
// is drawn again at once
if (m_valid && (false == m_settle) && (Framestamp - m_drawnframe < static_cast<unsigned int>(std::max(Global.gfx_cabprobe_interval, 1))))
{
return false;
}
m_vehicle = Vehicle;
m_cab = Cab;
m_center = Center;
m_extent = Extent;
m_lamp = lamp;
m_drawnframe = Framestamp;
return true;
}
void cab_probe::setup_drawing(gl::scene_ubs &Scene, gfx::local_lights::light const *Lamp, glm::vec3 const &Lamplocal, bool const Shadows, glm::vec4 const &Shadowweights) const
{
if (Lamp == nullptr)
{
Scene.cab_probe_lamp = glm::vec4{0.f};
Scene.cab_probe_lamp_color = glm::vec4{0.f};
Scene.cab_probe_lamp_shadow = glm::vec4{0.f};
return;
}
// as the light buffer has it (Write_Local_Light()): the shading takes the light to end at 1 / sqrt(quadratic)
Scene.cab_probe_lamp = glm::vec4{Lamplocal - m_center, 1.f / sq(std::max(Lamp->range, 0.01f))};
Scene.cab_probe_lamp_color = glm::vec4{Lamp->color, Shadows ? 1.f : 0.f};
Scene.cab_probe_lamp_shadow = Shadowweights;
}
void cab_probe::setup_sun(gl::scene_ubs &Scene, TDynamicObject const *Vehicle, glm::vec3 const &Tosun, glm::vec3 const &Sunlight, glm::dvec3 const &Camera) const
{
Scene.cab_probe_sun = glm::vec4{0.f};
Scene.cab_probe_sun_color = glm::vec4{0.f};
Scene.cab_probe_sun_box = glm::vec4{m_extent, 0.f};
Scene.cab_probe_sun_world = glm::vec4{0.f};
if ((Vehicle == nullptr) || (false == m_masked) || (Global.gfx_cabprobe_sun <= 0.f) || (glm::length(Tosun) <= 0.f))
return;
auto const rotation{glm::dmat3{Vehicle->mMatrix}};
auto const middle{Vehicle->GetPosition() + rotation * glm::dvec3{m_center}};
// the scenery around the cab holds the sun back as it does in the shading (the vehicle's light level of the environment flags with
// Global.gfx_tunnelflags, as walk_sunlight() takes it in Render_cab())
auto share{1.f};
if (Global.gfx_tunnelflags)
{
auto const shade{vehicle_shade(Vehicle)};
share = (shade > 0.f ? shade : 1.f);
}
else if (auto const *occlusion{sky_occlusion::current()})
{
share = std::clamp(occlusion->sample(middle).y, 0.f, 1.f);
}
auto const light{Sunlight * (share * Global.gfx_cabprobe_sun)};
if (max_component(light) <= 0.f)
return;
auto const tosun{glm::normalize(glm::vec3{glm::inverse(rotation) * glm::dvec3{Tosun}})};
Scene.cab_probe_sun = glm::vec4{tosun, 1.f};
Scene.cab_probe_sun_color = glm::vec4{light, 0.f};
Scene.cab_probe_sun_world = glm::vec4{glm::vec3{middle - Camera}, 0.f};
}
void cab_probe::begin()
{
m_cpustart = std::chrono::steady_clock::now();
gpu_begin();
}
void cab_probe::end(std::uint32_t const Drawcalls)
{
gpu_end();
// the mask was copied from this drawing: a drawing without it is made again with it
m_settle = (false == m_masked);
m_masked = true;
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::dmat4 cab_probe::model_to_probe() const
{
return glm::translate(glm::dmat4{1.0}, -glm::dvec3{m_center});
}
void cab_probe::setup_scene(gl::scene_ubs &Scene, TDynamicObject const *Vehicle, glm::dvec3 const &Camera, glm::mat3 const &View) const
{
if (false == ready(Vehicle))
{
clear_scene(Scene);
return;
}
// view space to the space of the probe: the space of the cab model, with the origin in the middle of its box. the vehicle is where
// it is now, the probe stays right as it moves
auto const toworld{glm::dmat4{glm::transpose(glm::dmat3{View})}};
auto const toprobe{model_to_probe() * glm::inverse(Vehicle->mMatrix) * glm::translate(glm::dmat4{1.0}, Camera - Vehicle->GetPosition()) * toworld};
Scene.cab_probe_view = glm::mat4{toprobe};
Scene.cab_probe_box = glm::vec4{m_extent, 1.f};
auto const levels{static_cast<float>(std::floor(std::log2(static_cast<float>(std::max(m_size, 1)))))};
Scene.cab_probe_params = glm::vec4{Global.gfx_cabprobe_bounce, Global.gfx_cabprobe_reflections ? 1.f : 0.f, levels, 0.f};
}
void cab_probe::clear_scene(gl::scene_ubs &Scene)
{
Scene.cab_probe_view = glm::mat4{1.f};
Scene.cab_probe_box = glm::vec4{0.f};
Scene.cab_probe_params = glm::vec4{0.f};
}
int cab_probe::sh_level() const
{
auto level{0};
while ((m_size >> level) > static_cast<int>(gl::CAB_PROBE_SH_SIZE))
++level;
return level;
}
int cab_probe::sh_size() const
{
return std::max(m_size >> sh_level(), 1);
}
int cab_probe::mask_level() const
{
auto level{0};
while ((m_size >> level) > static_cast<int>(gl::CAB_PROBE_MASK_SIZE))
++level;
return level;
}
int cab_probe::mask_size() const
{
return std::max(m_size >> mask_level(), 1);
}
std::string cab_probe::info() const
{
if (m_size == 0)
return "cab probe: off";
return "cab probe: " + std::to_string(m_size) + " px, " + (m_valid ? "ready" : "none") + ", draw calls " + std::to_string(m_drawcalls) + ", cpu " + to_string(m_cputime, 2) + " ms, updates " +
std::to_string(m_updatecount);
}
void cab_probe::draw_debug_ui()
{
char const *levels[]{"off", "low (64)", "medium (128)", "high (256)"};
ImGui::Combo("cab probe (gfx.cabprobe)", &Global.gfx_cabprobe, levels, IM_ARRAYSIZE(levels));
if (Global.gfx_cabprobe <= 0)
return;
ImGui::SliderInt("frames between its updates (gfx.cabprobe.interval)", &Global.gfx_cabprobe_interval, 1, 60);
ImGui::SliderFloat("light bounced around the cab (gfx.cabprobe.bounce)", &Global.gfx_cabprobe_bounce, 0.f, 4.f);
ImGui::Checkbox("the cab reflects itself (gfx.cabprobe.reflections)", &Global.gfx_cabprobe_reflections);
ImGui::SliderFloat("sun through the windows (gfx.cabprobe.sun)", &Global.gfx_cabprobe_sun, 0.f, 4.f);
ImGui::TextUnformatted(info().c_str());
}
} // namespace gfx