Merge remote-tracking branch 'origin/shadowdebug'

This commit is contained in:
vlj 2014-06-22 02:21:15 +02:00
commit 7e8486d670
9 changed files with 252 additions and 12 deletions

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@ -0,0 +1,18 @@
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
uniform int idx;
in vec3 Position;
void main(void)
{
gl_Position = ShadowViewProjMatrixes[idx] * vec4(Position, 1.);
}

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@ -0,0 +1,10 @@
uniform sampler2DArray tex;
uniform int layer;
in vec2 uv;
out vec4 FragColor;
void main()
{
FragColor = texture(tex, vec3(uv, float(layer)));
}

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@ -345,6 +345,7 @@ private:
class STKMeshSceneNode *m_sun_interposer; class STKMeshSceneNode *m_sun_interposer;
scene::CLensFlareSceneNode *m_lensflare; scene::CLensFlareSceneNode *m_lensflare;
scene::ICameraSceneNode *m_suncam; scene::ICameraSceneNode *m_suncam;
float m_shadows_cam[4][24];
std::vector<GlowData> m_glowing; std::vector<GlowData> m_glowing;
@ -380,6 +381,7 @@ private:
void renderSSAO(); void renderSSAO();
void renderLights(unsigned pointlightCount); void renderLights(unsigned pointlightCount);
void renderDisplacement(); void renderDisplacement();
void renderShadowsDebug();
void doScreenShot(); void doScreenShot();
public: public:
IrrDriver(); IrrDriver();

View File

@ -479,6 +479,21 @@ void PostProcessing::renderPassThrough(GLuint tex)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} }
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
{
glUseProgram(FullScreenShader::LayerPassThroughShader::Program);
glBindVertexArray(FullScreenShader::LayerPassThroughShader::vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_texture, 0);
glUniform1i(FullScreenShader::LayerPassThroughShader::uniform_layer, layer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderGlow(unsigned tex) void PostProcessing::renderGlow(unsigned tex)
{ {

View File

@ -90,6 +90,7 @@ public:
/** Render tex. Used for blit/texture resize */ /** Render tex. Used for blit/texture resize */
void renderPassThrough(unsigned tex); void renderPassThrough(unsigned tex);
void renderTextureLayer(unsigned tex, unsigned layer);
void applyMLAA(); void applyMLAA();
void renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBuffer &out_fbo); void renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBuffer &out_fbo);

View File

@ -197,6 +197,10 @@ void IrrDriver::renderGLSL(float dt)
glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y); glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
m_post_processing->renderPassThrough(m_rtts->getRSM().getRTT()[0]); m_post_processing->renderPassThrough(m_rtts->getRSM().getRTT()[0]);
} }
else if (irr_driver->getShadowViz())
{
renderShadowsDebug();
}
else else
fbo->BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y); fbo->BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
} }
@ -730,6 +734,34 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
camnode->setFarValue(FarValues[i]); camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]); camnode->setNearValue(NearValues[i]);
camnode->render(); camnode->render();
const scene::SViewFrustum *frustrum = camnode->getViewFrustum();
float tmp[24] = {
frustrum->getFarLeftDown().X,
frustrum->getFarLeftDown().Y,
frustrum->getFarLeftDown().Z,
frustrum->getFarLeftUp().X,
frustrum->getFarLeftUp().Y,
frustrum->getFarLeftUp().Z,
frustrum->getFarRightDown().X,
frustrum->getFarRightDown().Y,
frustrum->getFarRightDown().Z,
frustrum->getFarRightUp().X,
frustrum->getFarRightUp().Y,
frustrum->getFarRightUp().Z,
frustrum->getNearLeftDown().X,
frustrum->getNearLeftDown().Y,
frustrum->getNearLeftDown().Z,
frustrum->getNearLeftUp().X,
frustrum->getNearLeftUp().Y,
frustrum->getNearLeftUp().Z,
frustrum->getNearRightDown().X,
frustrum->getNearRightDown().Y,
frustrum->getNearRightDown().Z,
frustrum->getNearRightUp().X,
frustrum->getNearRightUp().Y,
frustrum->getNearRightUp().Z,
};
memcpy(m_shadows_cam[i], tmp, 24 * sizeof(float));
const core::aabbox3df smallcambox = camnode-> const core::aabbox3df smallcambox = camnode->
getViewFrustum()->getBoundingBox(); getViewFrustum()->getBoundingBox();
core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() - core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
@ -739,8 +771,32 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
core::aabbox3df box = smallcambox; core::aabbox3df box = smallcambox;
box = box.intersect(trackbox); box = box.intersect(trackbox);
float xmin = INFINITY, xmax = -INFINITY;
SunCamViewMatrix.transformBoxEx(trackbox); float ymin = INFINITY, ymax = -INFINITY;
float zmin = INFINITY, zmax = -INFINITY;
const vector3df vectors[] =
{
frustrum->getFarLeftDown(),
frustrum->getFarLeftUp(),
frustrum->getFarRightDown(),
frustrum->getFarRightUp(),
frustrum->getNearLeftDown(),
frustrum->getNearLeftUp(),
frustrum->getNearRightDown(),
frustrum->getNearRightUp()
};
for (unsigned j = 0; j < 8; j++)
{
vector3df vector;
SunCamViewMatrix.transformVect(vector, vectors[j]);
xmin = MIN2(xmin, vector.X);
xmax = MAX2(xmax, vector.X);
ymin = MIN2(ymin, vector.Y);
ymax = MAX2(ymax, vector.Y);
zmin = MIN2(zmin, vector.Z);
zmax = MAX2(zmax, vector.Z);
}
/* SunCamViewMatrix.transformBoxEx(trackbox);
SunCamViewMatrix.transformBoxEx(box); SunCamViewMatrix.transformBoxEx(box);
core::vector3df extent = box.getExtent(); core::vector3df extent = box.getExtent();
@ -750,12 +806,12 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
// Snap to texels // Snap to texels
const float units_per_w = w / 1024; const float units_per_w = w / 1024;
const float units_per_h = h / 1024; const float units_per_h = h / 1024;*/
float left = box.MinEdge.X; float left = xmin;
float right = box.MaxEdge.X; float right = xmax;
float up = box.MaxEdge.Y; float up = ymin;
float down = box.MinEdge.Y; float down = ymax;
core::matrix4 tmp_matrix; core::matrix4 tmp_matrix;
@ -768,15 +824,26 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
} }
tmp_matrix.buildProjectionMatrixOrthoLH(left, right, tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
up, down, down, up,
30, z); 30, zmax);
m_suncam->setProjectionMatrix(tmp_matrix, true); m_suncam->setProjectionMatrix(tmp_matrix, true);
m_suncam->render(); m_suncam->render();
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW)); sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
} }
if ((tick % 100) == 2) if ((tick % 100) == 2)
rsm_matrix = sun_ortho_matrix[3]; {
core::aabbox3df trackbox(vmin->toIrrVector(), vmax->toIrrVector() -
core::vector3df(0, 30, 0));
SunCamViewMatrix.transformBoxEx(trackbox);
core::matrix4 tmp_matrix;
tmp_matrix.buildProjectionMatrixOrthoLH(trackbox.MinEdge.X, trackbox.MaxEdge.X,
trackbox.MaxEdge.Y, trackbox.MinEdge.Y,
30, trackbox.MaxEdge.Z);
m_suncam->setProjectionMatrix(tmp_matrix, true);
m_suncam->render();
rsm_matrix = getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW);
}
rh_extend = core::vector3df(128, 64, 128); rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition(); core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8)); core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
@ -847,6 +914,36 @@ void IrrDriver::renderShadows()
} }
} }
static void renderWireFrameFrustrum(float *tmp, unsigned i)
{
glUseProgram(MeshShader::ViewFrustrumShader::Program);
glBindVertexArray(MeshShader::ViewFrustrumShader::frustrumvao);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * 3 * sizeof(float), (void *)tmp);
MeshShader::ViewFrustrumShader::setUniforms(video::SColor(255, 0, 255, 0), i);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
void IrrDriver::renderShadowsDebug()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 0);
renderWireFrameFrustrum(m_shadows_cam[0], 0);
glViewport(UserConfigParams::m_width / 2, UserConfigParams::m_height / 2, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 1);
renderWireFrameFrustrum(m_shadows_cam[1], 1);
glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 2);
renderWireFrameFrustrum(m_shadows_cam[2], 2);
glViewport(UserConfigParams::m_width / 2, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
m_post_processing->renderTextureLayer(m_rtts->getShadowDepthTex(), 3);
renderWireFrameFrustrum(m_shadows_cam[3], 3);
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
}
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
void IrrDriver::renderGlow(std::vector<GlowData>& glows) void IrrDriver::renderGlow(std::vector<GlowData>& glows)

View File

@ -169,6 +169,26 @@ static void initCubeVBO()
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW);
} }
GLuint SharedObject::frustrumvbo = 0;
GLuint SharedObject::frustrumindexes = 0;
static void initFrustrumVBO()
{
glGenBuffers(1, &SharedObject::frustrumvbo);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
glBufferData(GL_ARRAY_BUFFER, 8 * 3 * sizeof(float), 0, GL_DYNAMIC_DRAW);
int indices[24] = {
0, 1, 1, 3, 3, 2, 2, 0,
4, 5, 5, 7, 7, 6, 6, 4,
0, 4, 1, 5, 2, 6, 3, 7,
};
glGenBuffers(1, &SharedObject::frustrumindexes);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::frustrumindexes);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 12 * 2 * sizeof(int), indices, GL_STATIC_DRAW);
}
GLuint SharedObject::ViewProjectionMatrixesUBO; GLuint SharedObject::ViewProjectionMatrixesUBO;
static void initShadowVPMUBO() static void initShadowVPMUBO()
@ -271,6 +291,7 @@ void Shaders::loadShaders()
initQuadBuffer(); initQuadBuffer();
initBillboardVBO(); initBillboardVBO();
initCubeVBO(); initCubeVBO();
initFrustrumVBO();
initShadowVPMUBO(); initShadowVPMUBO();
FullScreenShader::BloomBlendShader::init(); FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init(); FullScreenShader::BloomShader::init();
@ -286,6 +307,7 @@ void Shaders::loadShaders()
FullScreenShader::Gaussian6VBlurShader::init(); FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init(); FullScreenShader::GlowShader::init();
FullScreenShader::PassThroughShader::init(); FullScreenShader::PassThroughShader::init();
FullScreenShader::LayerPassThroughShader::init();
FullScreenShader::LinearizeDepthShader::init(); FullScreenShader::LinearizeDepthShader::init();
FullScreenShader::SSAOShader::init(); FullScreenShader::SSAOShader::init();
FullScreenShader::SunLightShader::init(); FullScreenShader::SunLightShader::init();
@ -336,6 +358,7 @@ void Shaders::loadShaders()
MeshShader::InstancedRefShadowShader::init(); MeshShader::InstancedRefShadowShader::init();
MeshShader::GrassShadowShader::init(); MeshShader::GrassShadowShader::init();
MeshShader::SkyboxShader::init(); MeshShader::SkyboxShader::init();
MeshShader::ViewFrustrumShader::init();
ParticleShader::FlipParticleRender::init(); ParticleShader::FlipParticleRender::init();
ParticleShader::HeightmapSimulationShader::init(); ParticleShader::HeightmapSimulationShader::init();
ParticleShader::SimpleParticleRender::init(); ParticleShader::SimpleParticleRender::init();
@ -1791,6 +1814,41 @@ namespace MeshShader
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
} }
GLuint ViewFrustrumShader::Program;
GLuint ViewFrustrumShader::attrib_position;
GLuint ViewFrustrumShader::uniform_color;
GLuint ViewFrustrumShader::uniform_idx;
GLuint ViewFrustrumShader::frustrumvao;
void ViewFrustrumShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/frustrum.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/coloredquad.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
if (!UserConfigParams::m_ubo_disabled)
{
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
uniform_color = glGetUniformLocation(Program, "color");
uniform_idx = glGetUniformLocation(Program, "idx");
glGenVertexArrays(1, &frustrumvao);
glBindVertexArray(frustrumvao);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
glEnableVertexAttribArray(attrib_position);
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, SharedObject::frustrumindexes);
glBindVertexArray(0);
}
void ViewFrustrumShader::setUniforms(const video::SColor &color, unsigned idx)
{
glUniform4i(uniform_color, color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
glUniform1i(uniform_idx, idx);
}
} }
namespace LightShader namespace LightShader
@ -2557,6 +2615,20 @@ namespace FullScreenShader
vao = createVAO(Program); vao = createVAO(Program);
} }
GLuint LayerPassThroughShader::Program;
GLuint LayerPassThroughShader::uniform_texture;
GLuint LayerPassThroughShader::uniform_layer;
GLuint LayerPassThroughShader::vao;
void LayerPassThroughShader::init()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/layertexturequad.frag").c_str());
uniform_texture = glGetUniformLocation(Program, "tex");
uniform_layer = glGetUniformLocation(Program, "layer");
vao = createVAO(Program);
}
GLuint LinearizeDepthShader::Program; GLuint LinearizeDepthShader::Program;
GLuint LinearizeDepthShader::uniform_zn; GLuint LinearizeDepthShader::uniform_zn;
GLuint LinearizeDepthShader::uniform_zf; GLuint LinearizeDepthShader::uniform_zf;

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@ -29,7 +29,7 @@ class SharedObject
{ {
public: public:
static GLuint billboardvbo; static GLuint billboardvbo;
static GLuint cubevbo, cubeindexes; static GLuint cubevbo, cubeindexes, frustrumvbo, frustrumindexes;
static GLuint ViewProjectionMatrixesUBO; static GLuint ViewProjectionMatrixesUBO;
}; };
@ -424,6 +424,18 @@ public:
static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex); static void setUniforms(const core::matrix4 &ModelMatrix, const core::vector2df &screen, unsigned TU_tex);
}; };
class ViewFrustrumShader
{
public:
static GLuint Program;
static GLuint attrib_position;
static GLuint uniform_color, uniform_idx;
static GLuint frustrumvao;
static void init();
static void setUniforms(const video::SColor &color, unsigned idx);
};
} }
#define MAXLIGHT 32 #define MAXLIGHT 32
@ -720,6 +732,16 @@ public:
static void init(); static void init();
}; };
class LayerPassThroughShader
{
public:
static GLuint Program;
static GLuint uniform_layer, uniform_texture;
static GLuint vao;
static void init();
};
class LinearizeDepthShader class LinearizeDepthShader
{ {
public: public:

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@ -340,6 +340,9 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_anim
node = irr_driver->addAnimatedMesh(m_mesh); node = irr_driver->addAnimatedMesh(m_mesh);
// as animated mesh are not cheap to render use frustum box culling // as animated mesh are not cheap to render use frustum box culling
if (irr_driver->isGLSL())
node->setAutomaticCulling(scene::EAC_OFF);
else
node->setAutomaticCulling(scene::EAC_FRUSTUM_BOX); node->setAutomaticCulling(scene::EAC_FRUSTUM_BOX);
if (always_animated) if (always_animated)