/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "render/passes/shadow-map-pass.hpp" #include "resources/resource-manager.hpp" #include "gl/rasterizer.hpp" #include "gl/framebuffer.hpp" #include "gl/shader-program.hpp" #include "gl/shader-input.hpp" #include "gl/drawing-mode.hpp" #include "render/context.hpp" #include "render/material.hpp" #include "scene/camera.hpp" #include "scene/collection.hpp" #include "scene/light.hpp" #include "geom/view-frustum.hpp" #include "geom/aabb.hpp" #include "config.hpp" #include "math/interpolation.hpp" #include "math/vector.hpp" #include "math/matrix.hpp" #include "math/quaternion.hpp" #include "math/projection.hpp" #include #include namespace render { static bool operation_compare(const render::operation& a, const render::operation& b); shadow_map_pass::shadow_map_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager): pass(rasterizer, nullptr) { // Load skinned shader program unskinned_shader_program = resource_manager->load("depth-unskinned.glsl"); unskinned_model_view_projection_input = unskinned_shader_program->get_input("model_view_projection"); // Load unskinned shader program skinned_shader_program = resource_manager->load("depth-skinned.glsl"); skinned_model_view_projection_input = skinned_shader_program->get_input("model_view_projection"); // Calculate bias-tile matrices float4x4 bias_matrix = math::translate(math::matrix4::identity(), float3{0.5f, 0.5f, 0.5f}) * math::scale(math::matrix4::identity(), float3{0.5f, 0.5f, 0.5f}); float4x4 tile_scale = math::scale(math::matrix4::identity(), float3{0.5f, 0.5f, 1.0f}); for (int i = 0; i < 4; ++i) { float x = static_cast(i % 2) * 0.5f; float y = static_cast(i / 2) * 0.5f; float4x4 tile_matrix = math::translate(math::matrix4::identity(), float3{x, y, 0.0f}) * tile_scale; bias_tile_matrices[i] = tile_matrix * bias_matrix; } } shadow_map_pass::~shadow_map_pass() {} void shadow_map_pass::render(const render::context& ctx, render::queue& queue) const { // Collect lights const std::list* lights = ctx.collection->get_objects(scene::light::object_type_id); for (const scene::object_base* object: *lights) { // Ignore inactive lights if (!object->is_active()) continue; // Ignore non-directional lights const scene::light* light = static_cast(object); if (light->get_light_type() != scene::light_type::directional) continue; // Ignore non-shadow casters const scene::directional_light* directional_light = static_cast(light); if (!directional_light->is_shadow_caster()) continue; // Ignore improperly-configured lights if (!directional_light->get_shadow_cascade_count() || !directional_light->get_shadow_framebuffer()) continue; // Render cascaded shadow maps for light render_csm(*directional_light, ctx, queue); } } void shadow_map_pass::render_csm(const scene::directional_light& light, const render::context& ctx, render::queue& queue) const { rasterizer->use_framebuffer(*light.get_shadow_framebuffer()); // Disable blending glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); // Enable back-face culling glEnable(GL_CULL_FACE); glCullFace(GL_BACK); bool two_sided = false; // For half-z buffer glDepthRange(-1.0f, 1.0f); // Get camera const scene::camera& camera = *ctx.camera; // Get tweened camera parameters const float camera_fov = camera.get_fov_tween().interpolate(ctx.alpha); const float camera_aspect_ratio = camera.get_aspect_ratio_tween().interpolate(ctx.alpha); const float camera_clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha); const float camera_clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha); // Calculate distance to shadow cascade depth clipping planes const float shadow_clip_far = math::lerp(camera_clip_near, camera_clip_far, light.get_shadow_cascade_coverage()); const unsigned int cascade_count = light.get_shadow_cascade_count(); float* cascade_distances = light.get_shadow_cascade_distances(); float4x4* cascade_matrices = light.get_shadow_cascade_matrices(); // Calculate cascade far clipping plane distances cascade_distances[cascade_count - 1] = shadow_clip_far; for (unsigned int i = 0; i < cascade_count - 1; ++i) { const float weight = static_cast(i + 1) / static_cast(cascade_count); // Calculate linear and logarithmic distribution distances const float linear_distance = math::lerp(camera_clip_near, shadow_clip_far, weight); const float log_distance = math::log_lerp(camera_clip_near, shadow_clip_far, weight); // Interpolate between linear and logarithmic distribution distances cascade_distances[i] = math::lerp(linear_distance, log_distance, light.get_shadow_cascade_distribution()); } // Calculate viewports for each shadow map const int shadow_map_resolution = static_cast(light.get_shadow_framebuffer()->get_depth_attachment()->get_width()); const int cascade_resolution = shadow_map_resolution / 2; int4 shadow_map_viewports[4]; for (int i = 0; i < 4; ++i) { int x = i % 2; int y = i / 2; int4& viewport = shadow_map_viewports[i]; viewport[0] = x * cascade_resolution; viewport[1] = y * cascade_resolution; viewport[2] = cascade_resolution; viewport[3] = cascade_resolution; } // Calculate a view-projection matrix from the directional light's transform math::transform light_transform = light.get_transform_tween().interpolate(ctx.alpha); float3 forward = light_transform.rotation * config::global_forward; float3 up = light_transform.rotation * config::global_up; float4x4 light_view = math::look_at(light_transform.translation, light_transform.translation + forward, up); float4x4 light_projection = math::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); float4x4 light_view_projection = light_projection * light_view; float4x4 cropped_view_projection; float4x4 model_view_projection; // Sort render queue queue.sort(operation_compare); gl::shader_program* active_shader_program = nullptr; for (unsigned int i = 0; i < cascade_count; ++i) { // Set viewport for this shadow map const int4& viewport = shadow_map_viewports[i]; rasterizer->set_viewport(viewport[0], viewport[1], viewport[2], viewport[3]); // Calculate projection matrix for view camera subfrustum const float subfrustum_near = (i) ? cascade_distances[i - 1] : camera_clip_near; const float subfrustum_far = cascade_distances[i]; float4x4 subfrustum_projection = math::perspective_half_z(camera_fov, camera_aspect_ratio, subfrustum_near, subfrustum_far); // Calculate view camera subfrustum geom::view_frustum subfrustum(subfrustum_projection * ctx.view); // Create AABB containing the view camera subfrustum corners const std::array& subfrustum_corners = subfrustum.get_corners(); geom::aabb subfrustum_aabb = {subfrustum_corners[0], subfrustum_corners[0]}; for (int j = 1; j < 8; ++j) { subfrustum_aabb.min_point = math::min(subfrustum_aabb.min_point, subfrustum_corners[j]); subfrustum_aabb.max_point = math::max(subfrustum_aabb.max_point, subfrustum_corners[j]); } // Transform subfrustum AABB into the light clip-space geom::aabb cropping_bounds = geom::aabb::transform(subfrustum_aabb, light_view_projection); // Quantize clip-space coordinates const float texel_scale_x = (cropping_bounds.max_point.x() - cropping_bounds.min_point.x()) / static_cast(cascade_resolution); const float texel_scale_y = (cropping_bounds.max_point.y() - cropping_bounds.min_point.y()) / static_cast(cascade_resolution); cropping_bounds.min_point.x() = std::floor(cropping_bounds.min_point.x() / texel_scale_x) * texel_scale_x; cropping_bounds.max_point.x() = std::floor(cropping_bounds.max_point.x() / texel_scale_x) * texel_scale_x; cropping_bounds.min_point.y() = std::floor(cropping_bounds.min_point.y() / texel_scale_y) * texel_scale_y; cropping_bounds.max_point.y() = std::floor(cropping_bounds.max_point.y() / texel_scale_y) * texel_scale_y; // Recalculate light projection matrix with quantized coordinates light_projection = math::ortho_half_z ( cropping_bounds.min_point.x(), cropping_bounds.max_point.x(), cropping_bounds.min_point.y(), cropping_bounds.max_point.y(), cropping_bounds.min_point.z(), cropping_bounds.max_point.z() ); // Calculate cropped view projection matrix cropped_view_projection = light_projection * light_view; // Calculate world-space to cascade texture-space transformation matrix cascade_matrices[i] = bias_tile_matrices[i] * cropped_view_projection; for (const render::operation& operation: queue) { const render::material* material = operation.material; if (material) { // Skip materials which don't cast shadows if (material->get_shadow_mode() == shadow_mode::none) continue; if (material->is_two_sided() != two_sided) { if (material->is_two_sided()) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); } two_sided = material->is_two_sided(); } } // Switch shader programs if necessary gl::shader_program* shader_program = (operation.bone_count) ? skinned_shader_program : unskinned_shader_program; if (active_shader_program != shader_program) { active_shader_program = shader_program; rasterizer->use_program(*active_shader_program); } // Calculate model-view-projection matrix model_view_projection = cropped_view_projection * operation.transform; // Upload operation-dependent parameters to shader program if (active_shader_program == unskinned_shader_program) { unskinned_model_view_projection_input->upload(model_view_projection); } else if (active_shader_program == skinned_shader_program) { skinned_model_view_projection_input->upload(model_view_projection); } // Draw geometry rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count); } } } bool operation_compare(const render::operation& a, const render::operation& b) { const bool skinned_a = (a.bone_count); const bool skinned_b = (b.bone_count); const bool two_sided_a = (a.material) ? a.material->is_two_sided() : false; const bool two_sided_b = (b.material) ? b.material->is_two_sided() : false; if (skinned_a) { if (skinned_b) { // A and B are both skinned, sort by two-sided if (two_sided_a) { if (two_sided_b) { // A and B are both two-sided, sort by VAO return (a.vertex_array < b.vertex_array); } else { // A is two-sided, B is one-sided. Render B first return false; } } else { if (two_sided_b) { // A is one-sided, B is two-sided. Render A first return true; } else { // A and B are both one-sided, sort by VAO return (a.vertex_array < b.vertex_array); } } } else { // A is skinned, B is unskinned. Render B first return false; } } else { if (skinned_b) { // A is unskinned, B is skinned. Render A first return true; } else { // A and B are both unskinned, sort by two-sided if (two_sided_a) { if (two_sided_b) { // A and B are both two-sided, sort by VAO return (a.vertex_array < b.vertex_array); } else { // A is two-sided, B is one-sided. Render B first return false; } } else { if (two_sided_b) { // A is one-sided, B is two-sided. Render A first return true; } else { // A and B are both one-sided, sort by VAO return (a.vertex_array < b.vertex_array); } } } } } } // namespace render