/* * Copyright (C) 2021 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 "renderer/passes/shadow-map-pass.hpp" #include "resources/resource-manager.hpp" #include "rasterizer/rasterizer.hpp" #include "rasterizer/framebuffer.hpp" #include "rasterizer/shader-program.hpp" #include "rasterizer/shader-input.hpp" #include "rasterizer/drawing-mode.hpp" #include "renderer/render-context.hpp" #include "renderer/material.hpp" #include "renderer/material-flags.hpp" #include "scene/camera.hpp" #include "scene/light.hpp" #include "geometry/view-frustum.hpp" #include "geometry/aabb.hpp" #include "configuration.hpp" #include "math/math.hpp" #include #include static bool operation_compare(const render_operation& a, const render_operation& b); void shadow_map_pass::distribute_frustum_splits(float* split_distances, std::size_t split_count, float split_scheme, float near, float far) { // Calculate split distances for (std::size_t i = 0; i < split_count; ++i) { float part = static_cast(i + 1) / static_cast(split_count + 1); // Calculate uniform split distance float uniform_split_distance = near + (far - near) * part; // Calculate logarithmic split distance float log_split_distance = near * std::pow(far / near, part); // Interpolate between uniform and logarithmic split distances split_distances[i] = log_split_distance * split_scheme + uniform_split_distance * (1.0f - split_scheme); } } shadow_map_pass::shadow_map_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager): render_pass(rasterizer, framebuffer), split_scheme_weight(0.5f), light(nullptr) { // Load skinned shader program unskinned_shader_program = resource_manager->load<::shader_program>("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<::shader_program>("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::identity4x4, float3{0.5f, 0.5f, 0.5f}) * math::scale(math::identity4x4, float3{0.5f, 0.5f, 0.5f}); float4x4 tile_scale = math::scale(math::identity4x4, 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::identity4x4, 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(render_context* context) const { // Abort if no directional light was set if (!light) { return; } rasterizer->use_framebuffer(*framebuffer); // Disable blending glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); // Disable face culling glDisable(GL_CULL_FACE); // For half-z buffer //glDepthRange(-1.0f, 1.0f); // Get camera const scene::camera& camera = *context->camera; // Calculate distances to the depth clipping planes of each frustum split float clip_near = camera.get_clip_near_tween().interpolate(context->alpha); float clip_far = camera.get_clip_far_tween().interpolate(context->alpha); split_distances[0] = clip_near; split_distances[4] = clip_far; distribute_frustum_splits(&split_distances[1], 3, split_scheme_weight, clip_near, clip_far); // Calculate viewports for each shadow map const int shadow_map_resolution = std::get<0>(framebuffer->get_dimensions()) / 2; float4 shadow_map_viewports[4]; for (int i = 0; i < 4; ++i) { int x = i % 2; int y = i / 2; float4& viewport = shadow_map_viewports[i]; viewport[0] = static_cast(x * shadow_map_resolution); viewport[1] = static_cast(y * shadow_map_resolution); viewport[2] = static_cast(shadow_map_resolution); viewport[3] = static_cast(shadow_map_resolution); } // Calculate a view-projection matrix from the directional light's transform math::transform light_transform = light->get_transform_tween().interpolate(context->alpha); float3 forward = light_transform.rotation * global_forward; float3 up = light_transform.rotation * global_up; float4x4 light_view = math::look_at(light_transform.translation, light_transform.translation + forward, up); float4x4 light_projection = math::ortho_half_z(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); float4x4 light_view_projection = light_projection * light_view; // Get the camera's view matrix float4x4 camera_view = camera.get_view_tween().interpolate(context->alpha); float4x4 crop_matrix; float4x4 cropped_view_projection; float4x4 model_view_projection; // Sort render operations context->operations.sort(operation_compare); shader_program* active_shader_program = nullptr; for (int i = 0; i < 4; ++i) { // Set viewport for this shadow map const float4& 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 = split_distances[i]; const float subfrustum_far = split_distances[i + 1]; float4x4 subfrustum_projection = math::perspective_half_z(camera.get_fov(), camera.get_aspect_ratio(), subfrustum_near, subfrustum_far); // Calculate view camera subfrustum view_frustum subfrustum(subfrustum_projection * camera_view); // Create AABB containing the view camera subfrustum corners const std::array, 8>& subfrustum_corners = subfrustum.get_corners(); aabb subfrustum_aabb = {subfrustum_corners[0], subfrustum_corners[0]}; for (int j = 1; j < 8; ++j) { for (int k = 0; k < 3; ++k) { subfrustum_aabb.min_point[k] = std::min(subfrustum_aabb.min_point[k], subfrustum_corners[j][k]); subfrustum_aabb.max_point[k] = std::max(subfrustum_aabb.max_point[k], subfrustum_corners[j][k]); } } // Transform subfrustum AABB into the light clip space aabb cropping_bounds = aabb::transform(subfrustum_aabb, light_view_projection); // Calculate scale float3 scale; scale.x = 2.0f / (cropping_bounds.max_point.x - cropping_bounds.min_point.x); scale.y = 2.0f / (cropping_bounds.max_point.y - cropping_bounds.min_point.y); scale.z = 1.0f / (cropping_bounds.max_point.z - cropping_bounds.min_point.z); //scale.z = 2.0f / (cropping_bounds.max_point.z - cropping_bounds.min_point.z); // Quantize scale float scale_quantizer = 64.0f; scale.x = 1.0f / std::ceil(1.0f / scale.x * scale_quantizer) * scale_quantizer; scale.y = 1.0f / std::ceil(1.0f / scale.y * scale_quantizer) * scale_quantizer; // Calculate offset float3 offset; offset.x = (cropping_bounds.max_point.x + cropping_bounds.min_point.x) * scale.x * -0.5f; offset.y = (cropping_bounds.max_point.y + cropping_bounds.min_point.y) * scale.y * -0.5f; offset.z = -cropping_bounds.min_point.z * scale.z; //offset.z = (cropping_bounds.max_point.z + cropping_bounds.min_point.z) * scale.z * -0.5f; // Quantize offset float half_shadow_map_resolution = static_cast(shadow_map_resolution) * 0.5f; offset.x = std::ceil(offset.x * half_shadow_map_resolution) / half_shadow_map_resolution; offset.y = std::ceil(offset.y * half_shadow_map_resolution) / half_shadow_map_resolution; // Crop the light view-projection matrix crop_matrix = math::translate(math::identity4x4, offset) * math::scale(math::identity4x4, scale); cropped_view_projection = crop_matrix * light_view_projection; // Calculate shadow matrix shadow_matrices[i] = bias_tile_matrices[i] * cropped_view_projection; for (const render_operation& operation: context->operations) { // Skip materials which don't cast shadows const ::material* material = operation.material; if (material && (material->get_flags() & MATERIAL_FLAG_NOT_SHADOW_CASTER)) { continue; } // Switch shader programs if necessary ::shader_program* shader_program = (operation.pose != nullptr) ? 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); } } } void shadow_map_pass::set_split_scheme_weight(float weight) { split_scheme_weight = weight; } void shadow_map_pass::set_light(const scene::directional_light* light) { this->light = light; } bool operation_compare(const render_operation& a, const render_operation& b) { // Determine transparency bool skinned_a = (a.pose != nullptr); bool skinned_b = (b.pose != nullptr); if (skinned_a) { if (skinned_b) { // A and B are both skinned, 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 VAO return (a.vertex_array < b.vertex_array); } } }