Deferred renderer: implement cascaded shadow maps

This commit is contained in:
Nikita Lisitsa 2020-12-13 00:48:18 +03:00
parent 65bab34304
commit 4dbfa40d77
2 changed files with 174 additions and 49 deletions

View file

@ -71,6 +71,7 @@ namespace psemek::gfx
geom::vector<float, 3> direction;
bool shadowed = true;
std::size_t shadow_map_size = 1024;
std::size_t cascades = 4;
};
struct point_light

View file

@ -378,9 +378,12 @@ R"(
uniform vec3 u_light_direction;
uniform vec3 u_light_color;
uniform mat4 u_light_transform;
uniform sampler2DShadow u_shadow;
#define MAX_CASCADES 8
uniform mat4 u_light_transform[MAX_CASCADES];
uniform sampler2DArrayShadow u_shadow;
uniform int u_shadowed;
uniform int u_cascades;
uniform vec3 u_camera_position;
@ -409,16 +412,22 @@ void main()
vec3 color = l * albedo.rgb * u_light_color;
if (u_shadowed != 0)
if (u_shadowed != 0 && d > 0.0)
{
vec4 shadow_space = u_light_transform * vec4(position, 1.0);
vec3 tc = shadow_space.xyz / shadow_space.w;
tc = tc * 0.5 + vec3(0.5);
if (d > 0.0 && tc.x >= 0.0 && tc.x <= 1.0 && tc.y >= 0.0 && tc.y <= 1.0 && tc.z >= 0.0)
for (int cascade = 0; cascade < MAX_CASCADES; ++cascade)
{
color *= texture(u_shadow, tc);
if (cascade >= u_cascades) break;
vec4 shadow_space = u_light_transform[cascade] * vec4(position, 1.0);
vec3 tc = shadow_space.xyz / shadow_space.w;
tc = tc * 0.5 + vec3(0.5);
if (tc.x >= 0.0 && tc.x <= 1.0 && tc.y >= 0.0 && tc.y <= 1.0 && tc.z >= 0.0)
{
color *= texture(u_shadow, vec4(tc.x, tc.y, float(cascade), tc.z));
break;
}
}
}
@ -785,7 +794,7 @@ void main()
std::optional<geom::vector<std::size_t, 2>> g_buffer_size;
gfx::framebuffer directional_shadow_framebuffer;
gfx::texture_2d directional_shadow_texture;
gfx::texture_2d_array directional_shadow_texture;
gfx::framebuffer point_shadow_framebuffer;
gfx::texture_cubemap point_shadow_texture;
@ -857,13 +866,13 @@ void main()
impl().directional_shadow_texture.linear_filter();
impl().directional_shadow_texture.clamp();
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_COMPARE_MODE, gl::COMPARE_REF_TO_TEXTURE);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_COMPARE_FUNC, gl::LEQUAL);
gl::TexParameteri(impl().directional_shadow_texture.target, gl::TEXTURE_COMPARE_MODE, gl::COMPARE_REF_TO_TEXTURE);
gl::TexParameteri(impl().directional_shadow_texture.target, gl::TEXTURE_COMPARE_FUNC, gl::LEQUAL);
impl().point_shadow_texture.linear_filter();
impl().point_shadow_texture.clamp();
gl::TexParameteri(gl::TEXTURE_CUBE_MAP, gl::TEXTURE_COMPARE_MODE, gl::COMPARE_REF_TO_TEXTURE);
gl::TexParameteri(gl::TEXTURE_CUBE_MAP, gl::TEXTURE_COMPARE_FUNC, gl::LEQUAL);
gl::TexParameteri(impl().point_shadow_texture.target, gl::TEXTURE_COMPARE_MODE, gl::COMPARE_REF_TO_TEXTURE);
gl::TexParameteri(impl().point_shadow_texture.target, gl::TEXTURE_COMPARE_FUNC, gl::LEQUAL);
for (std::size_t i = 0; i < 3; ++i)
{
@ -968,6 +977,7 @@ void main()
auto const camera_transform = opts.camera->transform();
auto const camera_position = opts.camera->position();
auto const camera_direction = opts.camera->direction();
auto const camera_clip_planes = opts.camera->clip_planes();
cg::frustum<float, 3> camera_frustum(camera_transform);
@ -1472,10 +1482,47 @@ void main()
for (auto const & l : opts.directional_lights)
{
geom::matrix<float, 4, 4> light_transform;
std::vector<geom::matrix<float, 4, 4>> light_transform;
if (l.shadowed)
{
if (l.cascades == 0)
throw std::runtime_error("The number of shadow map cascades should be positive");
if (l.cascades > 8)
throw std::runtime_error("More than 8 shadow map cascades are not supported");
light_transform.resize(l.cascades);
// Compute cascade split points
auto dir = geom::as_vector(camera_clip_planes[4]);
std::vector<geom::interval<float>> cascade_splits(l.cascades);
float offset;
{
auto dir_length = geom::length(dir);
float near = camera_clip_planes[4][3] / dir_length;
dir /= dir_length;
offset = geom::dot(camera_position - geom::point<float, 3>::zero(), dir);
near += offset;
float far = -camera_clip_planes[5][3] / geom::length(geom::as_vector(camera_clip_planes[5])) - offset;
float lambda = 1.f / 24.f;
for (int i = 0; i < l.cascades; ++i)
{
cascade_splits[i].max = (1.f - lambda) * near * std::pow(far / near, i * 1.f / l.cascades) + lambda * (near + (far - near) * (i * 1.f / l.cascades));
cascade_splits[i].min = (1.f - lambda) * near * std::pow(far / near, (i + 1) * 1.f / l.cascades) + lambda * (near + (far - near) * ((i + 1) * 1.f / l.cascades));
cascade_splits[i] -= offset;
}
}
std::size_t dir_max_index = 0;
if (std::abs(dir[1]) > std::abs(dir[dir_max_index])) dir_max_index = 1;
if (std::abs(dir[2]) > std::abs(dir[dir_max_index])) dir_max_index = 2;
if (impl().directional_shadow_texture.width() != l.shadow_map_size || impl().directional_shadow_texture.depth() != l.cascades)
{
impl().directional_shadow_texture.load<depth24_pixel>({l.shadow_map_size, l.shadow_map_size, l.cascades});
}
geom::vector<float, 3> light_axes[3];
light_axes[2] = -geom::normalized(l.direction);
@ -1488,44 +1535,114 @@ void main()
light_axes[0] = geom::cross(light_axes[2], light_axes[1]);
geom::box<float, 3> light_bbox;
geom::point<float, 3> origin = geom::point<float, 3>::zero();
for (auto const & v : geom::vertices(casts_shadow_bbox))
for (int cascade = 0; cascade < l.cascades; ++cascade)
{
for (std::size_t i = 0; i < 3; ++i)
light_bbox[i] |= geom::dot(light_axes[i], v - origin);
}
geom::box<float, 3> shadowed_bbox;
light_transform = geom::orthographic_camera{light_bbox}.projection() * geom::homogeneous(geom::by_rows(light_axes[0], light_axes[1], light_axes[2]));
geom::matrix<float, 4, 4> cascade_transform = camera_transform;
impl().directional_shadow_framebuffer.bind();
gl::DrawBuffer(gl::NONE);
{
float near = cascade_splits[cascade].max;
float far = cascade_splits[cascade].min;
if (impl().directional_shadow_texture.width() != l.shadow_map_size)
{
impl().directional_shadow_texture.load<depth24_pixel>({l.shadow_map_size, l.shadow_map_size});
impl().directional_shadow_framebuffer.depth(impl().directional_shadow_texture);
geom::vector<float, 2> b;
b[0] = -2.f * cascade_transform[3][dir_max_index];
b[1] = -2.f * cascade_transform[3][3];
geom::matrix<float, 2, 2> m;
m[0][0] = - dir[dir_max_index];
m[0][1] = dir[dir_max_index];
m[1][0] = -near;
m[1][1] = far;
geom::gauss(m, b);
for (std::size_t i = 0; i < 3; ++i)
cascade_transform[2][i] = dir[i] * (b[0] + b[1]) / 2.f;
cascade_transform[2][3] = (b[0] * near + b[1] * far) / 2.f;
}
for (auto v : cg::vertices(cg::frustum{cascade_transform}))
shadowed_bbox |= v;
shadowed_bbox &= casts_shadow_bbox;
static auto const origin = geom::point<float, 3>::zero();
geom::box<float, 3> light_bbox;
for (auto const & v : geom::vertices(shadowed_bbox))
{
for (std::size_t i = 0; i < 3; ++i)
light_bbox[i] |= geom::dot(light_axes[i], v - origin);
}
for (auto const & v : geom::vertices(casts_shadow_bbox))
{
// light_bbox[2].min = std::min(light_bbox[2].min, geom::dot(light_axes[2], v - origin));
light_bbox[2] |= geom::dot(light_axes[2], v - origin);
}
light_transform[cascade] = geom::orthographic_camera{light_bbox}.projection() * geom::homogeneous(geom::by_rows(light_axes[0], light_axes[1], light_axes[2]));
cg::frustum<float, 3> light_frustum{light_transform[cascade]};
impl().directional_shadow_framebuffer.bind();
gl::DrawBuffer(gl::NONE);
impl().directional_shadow_framebuffer.depth(impl().directional_shadow_texture, cascade);
impl().directional_shadow_framebuffer.assert_complete();
gl::Viewport(0, 0, impl().directional_shadow_texture.width(), impl().directional_shadow_texture.height());
gl::Clear(gl::DEPTH_BUFFER_BIT);
gl::Enable(gl::DEPTH_TEST);
gl::DepthFunc(gl::LEQUAL);
gl::Enable(gl::CULL_FACE);
gl::CullFace(gl::FRONT);
gl::Disable(gl::BLEND);
impl().shadow_builder_program.bind();
impl().shadow_builder_program["u_light_transform"] = light_transform[cascade];
auto & program = impl().shadow_builder_program;
for (int bi = 0; bi < bins_total; ++bi)
{
auto const & b = bins.data()[bi];
if (cg::separation(light_frustum, cg::box{b.bbox}).second > 0.f) continue;
for (auto const & p : b.buckets)
{
if (p.second.objects.empty()) continue;
std::uint32_t mask = std::get<0>(p.first);
if (!(mask & O_CASTS_SHADOW)) continue;
program["u_flag_mask"] = mask;
for (std::size_t i = 0; i < p.second.objects.size(); ++i)
{
std::size_t id = p.second.objects[i];
auto const & o = objects[id];
if (mask & O_PRE_TRANSFORM)
program["u_pre_transform"] = *o.pre_transform;
if (mask & O_POST_TRANSFORM)
program["u_post_transform"] = *o.post_transform;
o.mesh->draw();
}
}
}
}
gl::Viewport(0, 0, impl().directional_shadow_texture.width(), impl().directional_shadow_texture.height());
gl::Clear(gl::DEPTH_BUFFER_BIT);
gl::Enable(gl::DEPTH_TEST);
gl::DepthFunc(gl::LEQUAL);
gl::Enable(gl::CULL_FACE);
gl::CullFace(gl::FRONT);
gl::Disable(gl::BLEND);
impl().shadow_builder_program.bind();
impl().shadow_builder_program["u_light_transform"] = light_transform;
render_all(impl().shadow_builder_program, [](auto mask){ return (mask & O_CASTS_SHADOW); });
}
target.bind();
@ -1542,7 +1659,14 @@ void main()
impl().directional_light_pass_program["u_light_direction"] = geom::normalized(l.direction);
impl().directional_light_pass_program["u_light_color"] = l.color;
impl().directional_light_pass_program["u_shadowed"] = l.shadowed;
if (l.shadowed) impl().directional_light_pass_program["u_light_transform"] = light_transform;
if (l.shadowed)
{
impl().directional_light_pass_program["u_cascades"] = static_cast<int>(l.cascades);
for (int i = 0; i < l.cascades; ++i)
{
impl().directional_light_pass_program[util::to_string("u_light_transform[", i, "]").data()] = light_transform[i];
}
}
impl().screen_mesh.draw();
}