💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <cmath>
#include <glad/glad.h>
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<float>(i + 1) / static_cast<float>(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<float>, float3{0.5f, 0.5f, 0.5f}) * math::scale(math::identity4x4<float>, float3{0.5f, 0.5f, 0.5f});
float4x4 tile_scale = math::scale(math::identity4x4<float>, float3{0.5f, 0.5f, 1.0f});
for (int i = 0; i < 4; ++i)
{
float x = static_cast<float>(i % 2) * 0.5f;
float y = static_cast<float>(i / 2) * 0.5f;
float4x4 tile_matrix = math::translate(math::identity4x4<float>, 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<float>(x * shadow_map_resolution);
viewport[1] = static_cast<float>(y * shadow_map_resolution);
viewport[2] = static_cast<float>(shadow_map_resolution);
viewport[3] = static_cast<float>(shadow_map_resolution);
}
// Calculate a view-projection matrix from the directional light's transform
math::transform<float> 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<float> subfrustum(subfrustum_projection * camera_view);
// Create AABB containing the view camera subfrustum corners
const std::array<vector<float, 3>, 8>& subfrustum_corners = subfrustum.get_corners();
aabb<float> 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<float>(subfrustum_aabb.min_point[k], subfrustum_corners[j][k]);
subfrustum_aabb.max_point[k] = std::max<float>(subfrustum_aabb.max_point[k], subfrustum_corners[j][k]);
}
}
// Transform subfrustum AABB into the light clip space
aabb<float> cropping_bounds = aabb<float>::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<float>(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<float>, offset) * math::scale(math::identity4x4<float>, 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);
}
}
}