Start working on proper SDSM

This commit is contained in:
Vincent Lejeune 2015-02-20 18:08:08 +01:00
parent 33c0dfe7c2
commit bcffedc186
4 changed files with 140 additions and 146 deletions

View File

@ -0,0 +1,52 @@
uniform mat4 SunCamMatrix;
layout (local_size_x = 4) in;
struct CascadeBoundingBox
{
int xmin;
int xmax;
int ymin;
int ymax;
int zmin;
int zmax;
};
layout (std430) buffer BoundingBoxes
{
CascadeBoundingBox BB[4];
};
layout (std140) buffer NewMatrixData
{
mat4 ShadowMatrixes[4];
};
mat4 buildProjectionMatrixOrthoLH(float left, float right, float up, float down, float zNear, float zFar)
{
mat4 M;
M[0] = vec4(2. / (right - left), 0., 0., 0.);
M[1] = vec4(0., 2. / (up - down), 0., 0.);
M[2] = vec4(0., 0., 1. / (zFar - zNear), 0.);
M[3].x = - (right + left) / (right - left);
M[3].y = - (up + down) / (up - down);
M[3].z = zNear / (zNear - zFar);
M[3].w = 1.;
return M;
}
void main()
{
if (gl_LocalInvocationIndex > 3)
return;
ShadowMatrixes[gl_LocalInvocationIndex] = buildProjectionMatrixOrthoLH(
BB[gl_LocalInvocationIndex].xmin / 4. - 1., BB[gl_LocalInvocationIndex].xmax / 4. + 1.,
BB[gl_LocalInvocationIndex].ymax / 4. + 1., BB[gl_LocalInvocationIndex].ymin / 4. - 1.,
BB[gl_LocalInvocationIndex].zmin / 4. - 100., BB[gl_LocalInvocationIndex].zmax / 4. + 1.) * SunCamMatrix;
}

View File

@ -1904,6 +1904,17 @@ namespace FullScreenShader
glShaderStorageBlockBinding(Program, block_idx, 2);
}
ShadowMatrixesGenerationShader::ShadowMatrixesGenerationShader()
{
Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/shadowmatrixgeneration.comp").c_str());
AssignUniforms("SunCamMatrix");
GLuint block_idx = glGetProgramResourceIndex(Program, GL_SHADER_STORAGE_BLOCK, "BoundingBoxes");
glShaderStorageBlockBinding(Program, block_idx, 2);
block_idx = glGetProgramResourceIndex(Program, GL_SHADER_STORAGE_BLOCK, "NewMatrixData");
glShaderStorageBlockBinding(Program, block_idx, 1);
}
DepthHistogramShader::DepthHistogramShader()
{
Program = LoadProgram(OBJECT,

View File

@ -578,6 +578,12 @@ public:
LightspaceBoundingBoxShader();
};
class ShadowMatrixesGenerationShader : public ShaderHelperSingleton <ShadowMatrixesGenerationShader, core::matrix4>
{
public:
ShadowMatrixesGenerationShader();
};
class DepthHistogramShader : public ShaderHelperSingleton<DepthHistogramShader>, public TextureRead <Nearest_Filtered>
{
public:

View File

@ -108,109 +108,46 @@ struct Histogram
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. };
static bool ssboInit = false;
static GLuint CBBssbo, tempShadowMatssbo;
CascadeBoundingBox InitialCBB[4];
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;
InitialCBB[i].xmin = InitialCBB[i].ymin = InitialCBB[i].zmin = 1000;
InitialCBB[i].xmax = InitialCBB[i].ymax = InitialCBB[i].zmax = -1000;
}
// memset(Hist[currentHist], 0, sizeof(Histogram));
// Hist[currentHist]->mindepth = 3000;
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
if (!ssboInit)
{
glGenBuffers(1, &CBBssbo);
glGenBuffers(1, &tempShadowMatssbo);
ssboInit = true;
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, CBBssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), InitialCBB, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, CBBssbo);
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]);
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[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);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, tempShadowMatssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 16 * sizeof(float), 0, GL_STATIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, tempShadowMatssbo);
glUseProgram(FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->Program);
FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->setUniforms(m_suncam->getViewMatrix());
glDispatchCompute(4, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
LightcoordBBFence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
currentCBB = (currentCBB + 1) % 2;
glBindBuffer(GL_COPY_READ_BUFFER, tempShadowMatssbo);
glBindBuffer(GL_COPY_WRITE_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 80 * sizeof(float), 4 * 16 * sizeof(float));
}
/** Generate View, Projection, Inverse View, Inverse Projection, ViewProjection and InverseProjection matrixes
@ -281,60 +218,42 @@ void IrrDriver::computeMatrixesAndCameras(scene::ICameraSceneNode * const camnod
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);
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]);
// 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();
@ -382,7 +301,13 @@ void IrrDriver::computeMatrixesAndCameras(scene::ICameraSceneNode * const camnod
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);
if (CVS->isSDSMEnabled())
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 5) * sizeof(float), tmp);
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float), 2 * sizeof(float), &tmp[144]);
}
else
glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 9 + 2) * sizeof(float), tmp);
}