Factorise shadow matrix computation in a separate file.

This commit is contained in:
Vincent Lejeune
2014-12-31 21:23:16 +01:00
parent c36ca55451
commit 8c4b2862c0
3 changed files with 398 additions and 392 deletions

View File

@@ -32,15 +32,10 @@
#include "items/item_manager.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "physics/triangle_mesh.hpp"
#include "tracks/track.hpp"
#include "utils/profiler.hpp"
#include "stkscenemanager.hpp"
#include "items/powerup_manager.hpp"
#include "../../lib/irrlicht/source/Irrlicht/CSceneManager.h"
#include "../../lib/irrlicht/source/Irrlicht/os.h"
#include <limits>
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
@@ -595,393 +590,6 @@ void IrrDriver::renderParticles()
// m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
}
/** Given a matrix transform and a set of points returns an orthogonal projection matrix that maps coordinates of
transformed points between -1 and 1.
* \param transform a transform matrix.
* \param pointsInside a vector of point in 3d space.
* \param size returns the size (width, height) of shadowmap coverage
*/
core::matrix4 getTighestFitOrthoProj(const core::matrix4 &transform, const std::vector<vector3df> &pointsInside, std::pair<float, float> &size)
{
float xmin = std::numeric_limits<float>::infinity();
float xmax = -std::numeric_limits<float>::infinity();
float ymin = std::numeric_limits<float>::infinity();
float ymax = -std::numeric_limits<float>::infinity();
float zmin = std::numeric_limits<float>::infinity();
float zmax = -std::numeric_limits<float>::infinity();
for (unsigned i = 0; i < pointsInside.size(); i++)
{
vector3df TransformedVector;
transform.transformVect(TransformedVector, pointsInside[i]);
xmin = MIN2(xmin, TransformedVector.X);
xmax = MAX2(xmax, TransformedVector.X);
ymin = MIN2(ymin, TransformedVector.Y);
ymax = MAX2(ymax, TransformedVector.Y);
zmin = MIN2(zmin, TransformedVector.Z);
zmax = MAX2(zmax, TransformedVector.Z);
}
float left = xmin;
float right = xmax;
float up = ymin;
float down = ymax;
size.first = right - left;
size.second = down - up;
core::matrix4 tmp_matrix;
// Prevent Matrix without extend
if (left == right || up == down)
return tmp_matrix;
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
down, up,
zmin - 100, zmax);
return tmp_matrix;
}
float shadowSplit[5] = {1., 5., 20., 50., 150 };
struct CascadeBoundingBox
{
int xmin;
int xmax;
int ymin;
int ymax;
int zmin;
int zmax;
};
static size_t currentCBB = 0;
static CascadeBoundingBox *CBB[2];
struct Histogram
{
int bin[1024];
int mindepth;
int maxdepth;
int count;
};
/** Update shadowSplit values and make Cascade Bounding Box pointer valid.
* The function aunches two compute kernel that generates an histogram of the depth buffer value (between 0 and 250 with increment of 0.25)
* and get an axis aligned bounding box (from SunCamMatrix view) containing all depth buffer value.
* It also retrieves the result from the previous computations (in a Round Robin fashion) and update CBB pointer.
* \param width of the depth buffer
* \param height of the depth buffer
* TODO : The depth histogram part is commented out, needs to tweak it when I have some motivation
*/
void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, size_t height)
{
// Value that should be kept between multiple calls
static GLuint ssbo[2];
static Histogram *Hist[2];
static GLsync LightcoordBBFence = 0;
static size_t currentHist = 0;
static GLuint ssboSplit[2];
static float tmpshadowSplit[5] = { 1., 5., 20., 50., 150. };
if (!LightcoordBBFence)
{
glGenBuffers(2, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[0]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
CBB[0] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[1]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
CBB[1] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
/* glGenBuffers(2, ssboSplit);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[0]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
Hist[0] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[1]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
Hist[1] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);*/
}
// Use bounding boxes from last frame
if (LightcoordBBFence)
{
while (glClientWaitSync(LightcoordBBFence, GL_SYNC_FLUSH_COMMANDS_BIT, 0) != GL_ALREADY_SIGNALED);
glDeleteSync(LightcoordBBFence);
}
/* {
memcpy(shadowSplit, tmpshadowSplit, 5 * sizeof(float));
unsigned numpix = Hist[currentHist]->count;
unsigned split = 0;
unsigned i;
for (i = 0; i < 1022; i++)
{
split += Hist[currentHist]->bin[i];
if (split > numpix / 2)
break;
}
tmpshadowSplit[1] = (float)++i / 4.;
for (; i < 1023; i++)
{
split += Hist[currentHist]->bin[i];
if (split > 3 * numpix / 4)
break;
}
tmpshadowSplit[2] = (float)++i / 4.;
for (; i < 1024; i++)
{
split += Hist[currentHist]->bin[i];
if (split > 7 * numpix / 8)
break;
}
tmpshadowSplit[3] = (float)++i / 4.;
for (; i < 1024; i++)
{
split += Hist[currentHist]->bin[i];
}
tmpshadowSplit[0] = (float)(Hist[currentHist]->bin[1024] - 1) / 4.;
tmpshadowSplit[4] = (float)(Hist[currentHist]->bin[1025] + 1) / 4.;
printf("numpix is %d\n", numpix);
printf("total : %d\n", split);
printf("split 0 : %f\n", tmpshadowSplit[1]);
printf("split 1 : %f\n", tmpshadowSplit[2]);
printf("split 2 : %f\n", tmpshadowSplit[3]);
printf("min %f max %f\n", tmpshadowSplit[0], tmpshadowSplit[4]);
currentHist = (currentHist + 1) % 2;
}*/
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, ssbo[currentCBB]);
// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ssboSplit[currentHist]);
for (unsigned i = 0; i < 4; i++)
{
CBB[currentCBB][i].xmin = CBB[currentCBB][i].ymin = CBB[currentCBB][i].zmin = 1000;
CBB[currentCBB][i].xmax = CBB[currentCBB][i].ymax = CBB[currentCBB][i].zmax = -1000;
}
// memset(Hist[currentHist], 0, sizeof(Histogram));
// Hist[currentHist]->mindepth = 3000;
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glUseProgram(FullScreenShader::LightspaceBoundingBoxShader::getInstance()->Program);
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), tmpshadowSplit[1], tmpshadowSplit[2], tmpshadowSplit[3], tmpshadowSplit[4]);
glDispatchCompute((int)width / 64, (int)height / 64, 1);
/* glUseProgram(FullScreenShader::DepthHistogramShader::getInstance()->Program);
FullScreenShader::DepthHistogramShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
FullScreenShader::DepthHistogramShader::getInstance()->setUniforms();
glDispatchCompute((int)width / 32, (int)height / 32, 1);*/
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
LightcoordBBFence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
currentCBB = (currentCBB + 1) % 2;
}
void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height)
{
if (CVS->isSDSMEnabled())
UpdateSplitAndLightcoordRangeFromComputeShaders(width, height);
static_cast<scene::CSceneManager *>(m_scene_manager)->OnAnimate(os::Timer::getTime());
camnode->render();
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
m_current_screen_size = core::vector2df(float(width), float(height));
const float oldfar = camnode->getFarValue();
const float oldnear = camnode->getNearValue();
float FarValues[] =
{
shadowSplit[1],
shadowSplit[2],
shadowSplit[3],
shadowSplit[4],
};
float NearValues[] =
{
shadowSplit[0],
shadowSplit[1],
shadowSplit[2],
shadowSplit[3]
};
float tmp[16 * 9 + 2];
memcpy(tmp, irr_driver->getViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[16], irr_driver->getProjMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[32], irr_driver->getInvViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[48], irr_driver->getInvProjMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[64], irr_driver->getProjViewMatrix().pointer(), 16 * sizeof(float));
m_suncam->render();
for (unsigned i = 0; i < 4; i++)
{
if (m_shadow_camnodes[i])
delete m_shadow_camnodes[i];
m_shadow_camnodes[i] = (scene::ICameraSceneNode *) m_suncam->clone();
}
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
sun_ortho_matrix.clear();
if (World::getWorld() && World::getWorld()->getTrack())
{
btVector3 btmin, btmax;
if (World::getWorld()->getTrack()->getPtrTriangleMesh())
{
World::getWorld()->getTrack()->getTriangleMesh().getCollisionShape().getAabb(btTransform::getIdentity(), btmin, btmax);
}
const Vec3 vmin = btmin , vmax = btmax;
// Build the 3 ortho projection (for the 3 shadow resolution levels)
for (unsigned i = 0; i < 4; i++)
{
if (!CVS->isSDSMEnabled())
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
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->
getViewFrustum()->getBoundingBox();
core::aabbox3df trackbox(vmin.toIrrVector(), vmax.toIrrVector() -
core::vector3df(0, 30, 0));
// Set up a nice ortho projection that contains our camera frustum
core::aabbox3df box = smallcambox;
box = box.intersect(trackbox);
std::vector<vector3df> vectors;
vectors.push_back(frustrum->getFarLeftDown());
vectors.push_back(frustrum->getFarLeftUp());
vectors.push_back(frustrum->getFarRightDown());
vectors.push_back(frustrum->getFarRightUp());
vectors.push_back(frustrum->getNearLeftDown());
vectors.push_back(frustrum->getNearLeftUp());
vectors.push_back(frustrum->getNearRightDown());
vectors.push_back(frustrum->getNearRightUp());
core::matrix4 tmp_matrix;
if (CVS->isSDSMEnabled()){
float left = float(CBB[currentCBB][i].xmin / 4 - 2);
float right = float(CBB[currentCBB][i].xmax / 4 + 2);
float up = float(CBB[currentCBB][i].ymin / 4 - 2);
float down = float(CBB[currentCBB][i].ymax / 4 + 2);
// Prevent Matrix without extend
if (left != right && up != down)
{
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
down, up,
float(CBB[currentCBB][i].zmin / 4 - 100),
float(CBB[currentCBB][i].zmax / 4 + 2));
m_shadow_scales[i] = std::make_pair(right - left, down - up);
}
}
else
tmp_matrix = getTighestFitOrthoProj(SunCamViewMatrix, vectors, m_shadow_scales[i]);
m_shadow_camnodes[i]->setProjectionMatrix(tmp_matrix , true);
m_shadow_camnodes[i]->render();
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
}
if (!m_rsm_matrix_initialized)
{
core::aabbox3df trackbox(vmin.toIrrVector(), vmax.toIrrVector() -
core::vector3df(0, 30, 0));
if (trackbox.MinEdge.X != trackbox.MaxEdge.X &&
trackbox.MinEdge.Y != trackbox.MaxEdge.Y &&
// Cover the case where SunCamViewMatrix is null
SunCamViewMatrix.getScale() != core::vector3df(0., 0., 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);
m_rsm_matrix_initialized = true;
m_rsm_map_available = false;
}
rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
rh_matrix.setTranslation(translation);
assert(sun_ortho_matrix.size() == 4);
camnode->setNearValue(oldnear);
camnode->setFarValue(oldfar);
camnode->render();
size_t size = irr_driver->getShadowViewProj().size();
for (unsigned i = 0; i < size; i++)
memcpy(&tmp[16 * i + 80], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float));
}
tmp[144] = float(width);
tmp[145] = float(height);
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 9 + 2) * sizeof(float), tmp);
float Lighting[36];
Lighting[0] = m_sundirection.X;
Lighting[1] = m_sundirection.Y;
Lighting[2] = m_sundirection.Z;
Lighting[4] = m_suncolor.getRed();
Lighting[5] = m_suncolor.getGreen();
Lighting[6] = m_suncolor.getBlue();
Lighting[7] = 0.54f;
memcpy(&Lighting[8], blueSHCoeff, 9 * sizeof(float));
memcpy(&Lighting[17], greenSHCoeff, 9 * sizeof(float));
memcpy(&Lighting[26], redSHCoeff, 9 * sizeof(float));
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::LightingDataUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, 36 * sizeof(float), Lighting);
}
static void renderWireFrameFrustrum(float *tmp, unsigned i)
{
glUseProgram(MeshShader::ViewFrustrumShader::getInstance()->Program);

View File

@@ -0,0 +1,398 @@
#include <limits>
#include <ICameraSceneNode.h>
#include <SViewFrustum.h>
#include "../../lib/irrlicht/source/Irrlicht/CSceneManager.h"
#include "../../lib/irrlicht/source/Irrlicht/os.h"
#include "graphics/central_settings.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/shaders.hpp"
#include "modes/world.hpp"
#include "physics/triangle_mesh.hpp"
#include "tracks/track.hpp"
#define MAX2(a, b) ((a) > (b) ? (a) : (b))
#define MIN2(a, b) ((a) > (b) ? (b) : (a))
static std::vector<vector3df>
getFrustrumVertex(const scene::SViewFrustum &frustrum)
{
std::vector<vector3df> vectors;
vectors.push_back(frustrum.getFarLeftDown());
vectors.push_back(frustrum.getFarLeftUp());
vectors.push_back(frustrum.getFarRightDown());
vectors.push_back(frustrum.getFarRightUp());
vectors.push_back(frustrum.getNearLeftDown());
vectors.push_back(frustrum.getNearLeftUp());
vectors.push_back(frustrum.getNearRightDown());
vectors.push_back(frustrum.getNearRightUp());
return vectors;
}
/** Given a matrix transform and a set of points returns an orthogonal projection matrix that maps coordinates of
transformed points between -1 and 1.
* \param transform a transform matrix.
* \param pointsInside a vector of point in 3d space.
* \param size returns the size (width, height) of shadowmap coverage
*/
static core::matrix4
getTighestFitOrthoProj(const core::matrix4 &transform, const std::vector<vector3df> &pointsInside, std::pair<float, float> &size)
{
float xmin = std::numeric_limits<float>::infinity();
float xmax = -std::numeric_limits<float>::infinity();
float ymin = std::numeric_limits<float>::infinity();
float ymax = -std::numeric_limits<float>::infinity();
float zmin = std::numeric_limits<float>::infinity();
float zmax = -std::numeric_limits<float>::infinity();
for (unsigned i = 0; i < pointsInside.size(); i++)
{
vector3df TransformedVector;
transform.transformVect(TransformedVector, pointsInside[i]);
xmin = MIN2(xmin, TransformedVector.X);
xmax = MAX2(xmax, TransformedVector.X);
ymin = MIN2(ymin, TransformedVector.Y);
ymax = MAX2(ymax, TransformedVector.Y);
zmin = MIN2(zmin, TransformedVector.Z);
zmax = MAX2(zmax, TransformedVector.Z);
}
float left = xmin;
float right = xmax;
float up = ymin;
float down = ymax;
size.first = right - left;
size.second = down - up;
core::matrix4 tmp_matrix;
// Prevent Matrix without extend
if (left == right || up == down)
return tmp_matrix;
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
down, up,
zmin - 100, zmax);
return tmp_matrix;
}
float shadowSplit[5] = { 1., 5., 20., 50., 150 };
struct CascadeBoundingBox
{
int xmin;
int xmax;
int ymin;
int ymax;
int zmin;
int zmax;
};
static size_t currentCBB = 0;
static CascadeBoundingBox *CBB[2];
struct Histogram
{
int bin[1024];
int mindepth;
int maxdepth;
int count;
};
/** Update shadowSplit values and make Cascade Bounding Box pointer valid.
* The function aunches two compute kernel that generates an histogram of the depth buffer value (between 0 and 250 with increment of 0.25)
* and get an axis aligned bounding box (from SunCamMatrix view) containing all depth buffer value.
* It also retrieves the result from the previous computations (in a Round Robin fashion) and update CBB pointer.
* \param width of the depth buffer
* \param height of the depth buffer
* TODO : The depth histogram part is commented out, needs to tweak it when I have some motivation
*/
void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, size_t height)
{
// Value that should be kept between multiple calls
static GLuint ssbo[2];
static Histogram *Hist[2];
static GLsync LightcoordBBFence = 0;
static size_t currentHist = 0;
static GLuint ssboSplit[2];
static float tmpshadowSplit[5] = { 1., 5., 20., 50., 150. };
if (!LightcoordBBFence)
{
glGenBuffers(2, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[0]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
CBB[0] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[1]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
CBB[1] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
/* glGenBuffers(2, ssboSplit);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[0]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
Hist[0] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[1]);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
Hist[1] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);*/
}
// Use bounding boxes from last frame
if (LightcoordBBFence)
{
while (glClientWaitSync(LightcoordBBFence, GL_SYNC_FLUSH_COMMANDS_BIT, 0) != GL_ALREADY_SIGNALED);
glDeleteSync(LightcoordBBFence);
}
/* {
memcpy(shadowSplit, tmpshadowSplit, 5 * sizeof(float));
unsigned numpix = Hist[currentHist]->count;
unsigned split = 0;
unsigned i;
for (i = 0; i < 1022; i++)
{
split += Hist[currentHist]->bin[i];
if (split > numpix / 2)
break;
}
tmpshadowSplit[1] = (float)++i / 4.;
for (; i < 1023; i++)
{
split += Hist[currentHist]->bin[i];
if (split > 3 * numpix / 4)
break;
}
tmpshadowSplit[2] = (float)++i / 4.;
for (; i < 1024; i++)
{
split += Hist[currentHist]->bin[i];
if (split > 7 * numpix / 8)
break;
}
tmpshadowSplit[3] = (float)++i / 4.;
for (; i < 1024; i++)
{
split += Hist[currentHist]->bin[i];
}
tmpshadowSplit[0] = (float)(Hist[currentHist]->bin[1024] - 1) / 4.;
tmpshadowSplit[4] = (float)(Hist[currentHist]->bin[1025] + 1) / 4.;
printf("numpix is %d\n", numpix);
printf("total : %d\n", split);
printf("split 0 : %f\n", tmpshadowSplit[1]);
printf("split 1 : %f\n", tmpshadowSplit[2]);
printf("split 2 : %f\n", tmpshadowSplit[3]);
printf("min %f max %f\n", tmpshadowSplit[0], tmpshadowSplit[4]);
currentHist = (currentHist + 1) % 2;
}*/
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, ssbo[currentCBB]);
// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ssboSplit[currentHist]);
for (unsigned i = 0; i < 4; i++)
{
CBB[currentCBB][i].xmin = CBB[currentCBB][i].ymin = CBB[currentCBB][i].zmin = 1000;
CBB[currentCBB][i].xmax = CBB[currentCBB][i].ymax = CBB[currentCBB][i].zmax = -1000;
}
// memset(Hist[currentHist], 0, sizeof(Histogram));
// Hist[currentHist]->mindepth = 3000;
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glUseProgram(FullScreenShader::LightspaceBoundingBoxShader::getInstance()->Program);
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), tmpshadowSplit[1], tmpshadowSplit[2], tmpshadowSplit[3], tmpshadowSplit[4]);
glDispatchCompute((int)width / 64, (int)height / 64, 1);
/* glUseProgram(FullScreenShader::DepthHistogramShader::getInstance()->Program);
FullScreenShader::DepthHistogramShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
FullScreenShader::DepthHistogramShader::getInstance()->setUniforms();
glDispatchCompute((int)width / 32, (int)height / 32, 1);*/
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
LightcoordBBFence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
currentCBB = (currentCBB + 1) % 2;
}
void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height)
{
if (CVS->isSDSMEnabled())
UpdateSplitAndLightcoordRangeFromComputeShaders(width, height);
static_cast<scene::CSceneManager *>(m_scene_manager)->OnAnimate(os::Timer::getTime());
camnode->render();
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
irr_driver->genProjViewMatrix();
m_current_screen_size = core::vector2df(float(width), float(height));
const float oldfar = camnode->getFarValue();
const float oldnear = camnode->getNearValue();
float FarValues[] =
{
shadowSplit[1],
shadowSplit[2],
shadowSplit[3],
shadowSplit[4],
};
float NearValues[] =
{
shadowSplit[0],
shadowSplit[1],
shadowSplit[2],
shadowSplit[3]
};
float tmp[16 * 9 + 2];
memcpy(tmp, irr_driver->getViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[16], irr_driver->getProjMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[32], irr_driver->getInvViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[48], irr_driver->getInvProjMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[64], irr_driver->getProjViewMatrix().pointer(), 16 * sizeof(float));
m_suncam->render();
for (unsigned i = 0; i < 4; i++)
{
if (m_shadow_camnodes[i])
delete m_shadow_camnodes[i];
m_shadow_camnodes[i] = (scene::ICameraSceneNode *) m_suncam->clone();
}
sun_ortho_matrix.clear();
const core::matrix4 &SunCamViewMatrix = m_suncam->getViewMatrix();
if (World::getWorld() && World::getWorld()->getTrack())
{
// Compute track extent
btVector3 btmin, btmax;
if (World::getWorld()->getTrack()->getPtrTriangleMesh())
{
World::getWorld()->getTrack()->getTriangleMesh().getCollisionShape().getAabb(btTransform::getIdentity(), btmin, btmax);
}
const Vec3 vmin = btmin, vmax = btmax;
core::aabbox3df trackbox(vmin.toIrrVector(), vmax.toIrrVector() -
core::vector3df(0, 30, 0));
// Shadow Matrixes and cameras
for (unsigned i = 0; i < 4; i++)
{
core::matrix4 tmp_matrix;
if (!CVS->isSDSMEnabled())
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
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));
std::vector<vector3df> vectors = getFrustrumVertex(*frustrum);
tmp_matrix = getTighestFitOrthoProj(SunCamViewMatrix, vectors, m_shadow_scales[i]);
}
else
{
float left = float(CBB[currentCBB][i].xmin / 4 - 2);
float right = float(CBB[currentCBB][i].xmax / 4 + 2);
float up = float(CBB[currentCBB][i].ymin / 4 - 2);
float down = float(CBB[currentCBB][i].ymax / 4 + 2);
// Prevent Matrix without extend
if (left != right && up != down)
{
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
down, up,
float(CBB[currentCBB][i].zmin / 4 - 100),
float(CBB[currentCBB][i].zmax / 4 + 2));
m_shadow_scales[i] = std::make_pair(right - left, down - up);
}
}
m_shadow_camnodes[i]->setProjectionMatrix(tmp_matrix, true);
m_shadow_camnodes[i]->render();
sun_ortho_matrix.push_back(getVideoDriver()->getTransform(video::ETS_PROJECTION) * getVideoDriver()->getTransform(video::ETS_VIEW));
}
// Rsm Matrix and camera
if (!m_rsm_matrix_initialized)
{
if (trackbox.MinEdge.X != trackbox.MaxEdge.X &&
trackbox.MinEdge.Y != trackbox.MaxEdge.Y &&
// Cover the case where SunCamViewMatrix is null
SunCamViewMatrix.getScale() != core::vector3df(0., 0., 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);
m_rsm_matrix_initialized = true;
m_rsm_map_available = false;
}
rh_extend = core::vector3df(128, 64, 128);
core::vector3df campos = camnode->getAbsolutePosition();
core::vector3df translation(8 * floor(campos.X / 8), 8 * floor(campos.Y / 8), 8 * floor(campos.Z / 8));
rh_matrix.setTranslation(translation);
assert(sun_ortho_matrix.size() == 4);
// reset normal camera
camnode->setNearValue(oldnear);
camnode->setFarValue(oldfar);
camnode->render();
size_t size = irr_driver->getShadowViewProj().size();
for (unsigned i = 0; i < size; i++)
memcpy(&tmp[16 * i + 80], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float));
}
tmp[144] = float(width);
tmp[145] = float(height);
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 9 + 2) * sizeof(float), tmp);
float Lighting[36];
Lighting[0] = m_sundirection.X;
Lighting[1] = m_sundirection.Y;
Lighting[2] = m_sundirection.Z;
Lighting[4] = m_suncolor.getRed();
Lighting[5] = m_suncolor.getGreen();
Lighting[6] = m_suncolor.getBlue();
Lighting[7] = 0.54f;
memcpy(&Lighting[8], blueSHCoeff, 9 * sizeof(float));
memcpy(&Lighting[17], greenSHCoeff, 9 * sizeof(float));
memcpy(&Lighting[26], redSHCoeff, 9 * sizeof(float));
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::LightingDataUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, 36 * sizeof(float), Lighting);
}

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