Merge branch 'sdsm'

This commit is contained in:
Vincent Lejeune 2014-11-07 13:42:29 +01:00
commit d7f3198ac9
9 changed files with 440 additions and 110 deletions

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@ -0,0 +1,142 @@
uniform sampler2D depth;
uniform float split0;
uniform float split1;
uniform float split2;
uniform float splitmax;
uniform mat4 SunCamMatrix;
layout (local_size_x = 8, local_size_y = 8) in;
struct CascadeBoundingBox
{
int xmin;
int xmax;
int ymin;
int ymax;
int zmin;
int zmax;
};
layout (std430) buffer BoundingBoxes
{
CascadeBoundingBox BB[4];
};
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
shared int xmin[4];
shared int xmax[4];
shared int ymin[4];
shared int ymax[4];
shared int zmin[4];
shared int zmax[4];
void main()
{
if (gl_LocalInvocationIndex < 4) {
xmin[gl_LocalInvocationIndex] = ymin[gl_LocalInvocationIndex] = zmin[gl_LocalInvocationIndex] = 1000;
xmax[gl_LocalInvocationIndex] = ymax[gl_LocalInvocationIndex] = zmax[gl_LocalInvocationIndex] = -1000;
}
barrier();
ivec3 lmax0 = ivec3(-1000);
ivec3 lmin0 = ivec3(1000);
ivec3 lmax1 = ivec3(-1000);
ivec3 lmin1 = ivec3(1000);
ivec3 lmax2 = ivec3(-1000);
ivec3 lmin2 = ivec3(1000);
ivec3 lmax3 = ivec3(-1000);
ivec3 lmin3 = ivec3(1000);
vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8;
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
vec2 uv = (start_xy + vec2(i, j) * gl_WorkGroupID.xy) / screen;
float z = texture(depth, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
vec4 lightcoord = InverseViewMatrix * xpos;
lightcoord /= lightcoord.w;
lightcoord = SunCamMatrix * lightcoord;
lightcoord /= lightcoord.w;
ivec3 lc = ivec3(lightcoord.xyz) * 4;
if (xpos.z < split0) {
lmax0 = max(lmax0, lc);
lmin0 = min(lmin0, lc);
} else if (xpos.z < split1) {
lmax1 = max(lmax1, lc);
lmin1 = min(lmin1, lc);
} else if (xpos.z < split2) {
lmax2 = max(lmax2, lc);
lmin2 = min(lmin2, lc);
} else if (xpos.z < splitmax) {
lmax3 = max(lmax3, lc);
lmin3 = min(lmin3, lc);
}
}
}
atomicMax(xmax[0], lmax0.x);
atomicMax(ymax[0], lmax0.y);
atomicMax(zmax[0], lmax0.z);
atomicMin(xmin[0], lmin0.x);
atomicMin(ymin[0], lmin0.y);
atomicMin(zmin[0], lmin0.z);
atomicMax(xmax[1], lmax1.x);
atomicMax(ymax[1], lmax1.y);
atomicMax(zmax[1], lmax1.z);
atomicMin(xmin[1], lmin1.x);
atomicMin(ymin[1], lmin1.y);
atomicMin(zmin[1], lmin1.z);
atomicMax(xmax[2], lmax2.x);
atomicMax(ymax[2], lmax2.y);
atomicMax(zmax[2], lmax2.z);
atomicMin(xmin[2], lmin2.x);
atomicMin(ymin[2], lmin2.y);
atomicMin(zmin[2], lmin2.z);
atomicMax(xmax[3], lmax3.x);
atomicMax(ymax[3], lmax3.y);
atomicMax(zmax[3], lmax3.z);
atomicMin(xmin[3], lmin3.x);
atomicMin(ymin[3], lmin3.y);
atomicMin(zmin[3], lmin3.z);
barrier();
if (gl_LocalInvocationIndex == 0) {
atomicMax(BB[0].xmax, xmax[0]);
atomicMax(BB[0].ymax, ymax[0]);
atomicMax(BB[0].zmax, zmax[0]);
atomicMin(BB[0].xmin, xmin[0]);
atomicMin(BB[0].ymin, ymin[0]);
atomicMin(BB[0].zmin, zmin[0]);
atomicMax(BB[1].xmax, xmax[1]);
atomicMax(BB[1].ymax, ymax[1]);
atomicMax(BB[1].zmax, zmax[1]);
atomicMin(BB[1].xmin, xmin[1]);
atomicMin(BB[1].ymin, ymin[1]);
atomicMin(BB[1].zmin, zmin[1]);
atomicMax(BB[2].xmax, xmax[2]);
atomicMax(BB[2].ymax, ymax[2]);
atomicMax(BB[2].zmax, zmax[2]);
atomicMin(BB[2].xmin, xmin[2]);
atomicMin(BB[2].ymin, ymin[2]);
atomicMin(BB[2].zmin, zmin[2]);
atomicMax(BB[3].xmax, xmax[3]);
atomicMax(BB[3].ymax, ymax[3]);
atomicMax(BB[3].zmax, zmax[3]);
atomicMin(BB[3].xmin, xmin[3]);
atomicMin(BB[3].ymin, ymin[3]);
atomicMin(BB[3].zmin, zmin[3]);
}
}

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@ -0,0 +1,55 @@
uniform sampler2D depth;
layout (local_size_x = 32, local_size_y = 32) in;
layout (std430) buffer Histogram
{
int bin[1024];
int mindepth;
int maxdepth;
int count;
};
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
shared int sbin[1024];
shared int smindepth;
shared int smaxdepth;
shared int scount;
void main()
{
int x = int(gl_GlobalInvocationID.x), y = int(gl_GlobalInvocationID.y);
vec2 uv = vec2(x, y) / screen;
float z = texture(depth, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
int lineardepth = int(xpos.z * 4);
sbin[gl_LocalInvocationIndex] = 0;
if (gl_LocalInvocationIndex == 0) {
smindepth = 1000;
smaxdepth = 0;
scount = 0;
}
barrier();
if (lineardepth < 1000) {
atomicAdd(sbin[lineardepth], 1);
atomicAdd(scount, 1);
atomicMin(smindepth, lineardepth);
atomicMax(smaxdepth, lineardepth);
}
barrier();
atomicAdd(bin[gl_LocalInvocationIndex], sbin[gl_LocalInvocationIndex]);
if (gl_LocalInvocationIndex == 0) {
atomicAdd(count, scount);
atomicMin(mindepth, smindepth);
atomicMax(maxdepth, smaxdepth);
}
}

View File

@ -1,14 +1,14 @@
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArray shadowtex;
//uniform sampler2D warpx;
///uniform sampler2D warpy;
uniform float split0;
uniform float split1;
uniform float split2;
uniform float splitmax;
uniform vec3 direction;
uniform vec3 col;
//uniform int hasclouds;
//uniform vec2 wind;
//uniform float shadowoffset;
in vec2 uv;
out vec4 Diff;
@ -20,8 +20,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
float getShadowFactor(vec3 pos, float bias, int index)
{
//float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
vec2 shadowoffset[4] = vec2[](
vec2(-1., -1.),
vec2(-1., 1.),
@ -32,27 +31,6 @@ float getShadowFactor(vec3 pos, float bias, int index)
vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
shadowcoord.xy /= shadowcoord.w;
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
// float movex = decdepth(texture(warpx, shadowcoord.xy));
// float movey = decdepth(texture(warpy, shadowcoord.xy));
// float dx = movex * 2.0 - 1.0;
// float dy = movey * 2.0 - 1.0;
// shadowcoord.xy += vec2(dx, dy);*/
//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
// bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
// float sum = 0.;
// for (float i = -1.5; i <= 1.5; i+= 1.)
// {
// for (float j = -1.5; j <= 1.5; j+= 1.)
// {
// float z = texture(shadowtex, vec3(shadowtexcoord +vec2(i, j) / 1024., float(index))).x;
// sum += (z > 0.5 * shadowcoord.z + 0.5) ? 1. : 0.;
// }
// }
// return sum / 16.;
float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
float d = shadowcoord.z;
@ -78,86 +56,41 @@ void main() {
vec3 outcol = NdotL * col;
// if (hasclouds == 1)
// {
// vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
// float cloud = texture(cloudtex, cloudcoord).x;
// //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
// outcol *= cloud;
// }
// Shadows
float bias = 0.005 * tan(acos(NdotL)); // According to the slope
bias = clamp(bias, 0., 0.01);
float factor;
if (xpos.z < 5.)
if (xpos.z < split0)
factor = getShadowFactor(xpos.xyz, bias, 0);
else if (xpos.z < 6.)
/* else if (xpos.z < 6.)
{
float a = getShadowFactor(xpos.xyz, bias, 0), b = getShadowFactor(xpos.xyz, bias, 1);
factor = mix(a, b, (xpos.z - 5.));
}
else if (xpos.z < 20.)
}*/
else if (xpos.z < split1)
factor = getShadowFactor(xpos.xyz, bias, 1);
else if (xpos.z < 21.)
/* else if (xpos.z < 21.)
{
float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2);
factor = mix(a, b, (xpos.z - 20.));
}
else if (xpos.z < 50.)
}*/
else if (xpos.z < split2)
factor = getShadowFactor(xpos.xyz, bias, 2);
else if (xpos.z < 55.)
/* else if (xpos.z < 55.)
{
float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3);
factor = mix(a, b, (xpos.z - 50.) / 5.);
}
else if (xpos.z < 145.)
}*/
else if (xpos.z < splitmax)
factor = getShadowFactor(xpos.xyz, bias, 3);
else if (xpos.z < 150.)
/* else if (xpos.z < 150.)
{
factor = mix(getShadowFactor(xpos.xyz, bias, 3), 1., (xpos.z - 145.) / 5.);
}
}*/
else
factor = 1.;
Diff = vec4(factor * NdotL * col, 1.);
Spec = vec4(factor * Specular, 1.);
return;
// float moved = (abs(dx) + abs(dy)) * 0.5;
// float avi = 0.002;
// float abi = 0.0025;
/* float avi = 0.0018;
float abi = 0.002;
float bias = avi * tan(acos(NdotL)); // According to the slope
bias += smoothstep(0.001, 0.1, moved) * abi; // According to the warping
bias = clamp(bias, 0.001, abi);
// This ID, and four IDs around this must match for a shadow pixel
float right = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
float down = texture(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
float matching = ((right + left + up + down) * 0.25) - shadowread.a;
matching = abs(matching) * 400.0;
// If the ID is different, we're likely in shadow - cut the bias to cut peter panning
float off = 7.0 - step(abs(shadowread.a - depthread.a) - matching, 0.004) * 6.0;
bias /= off;
const float softness = 8.0; // How soft is the light?
float shadowed = step(shadowmapz + bias, shadowcoord.z);
float dist = (shadowcoord.z / shadowmapz) - 1.0;
float penumbra = dist * softness / gl_FragCoord.z;
penumbra *= shadowed;*/
/* outcol.r = (shadowcoord.z - shadowmapz) * 50.0;
outcol.g = moved;*/
// FragColor = vec4(outcol, 0.05);
// OtherOutput = vec4(shadowed, penumbra, shadowed, shadowed);
}

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@ -485,6 +485,7 @@ void IrrDriver::initDevice()
m_need_ubo_workaround = false;
m_need_rh_workaround = false;
m_need_srgb_workaround = false;
m_support_sdsm = false;
#ifdef WIN32
// Fix for Intel Sandy Bridge on Windows which supports GL up to 3.1 only
if (strstr((const char *)glGetString(GL_VENDOR), "Intel") != NULL && (m_gl_major_version == 3 && m_gl_minor_version == 1))
@ -492,7 +493,10 @@ void IrrDriver::initDevice()
#endif
// Fix for Nvidia and instanced RH
if (strstr((const char *)glGetString(GL_VENDOR), "NVIDIA") != NULL)
{
m_need_rh_workaround = true;
m_support_sdsm = false;
}
// Fix for AMD and bindless sRGB textures
if (strstr((const char *)glGetString(GL_VENDOR), "ATI") != NULL)
@ -546,6 +550,7 @@ void IrrDriver::initDevice()
hasTextureView = true;
Log::info("GLDriver", "ARB Texture View enabled");
}
m_support_sdsm = m_support_sdsm && hasComputeShaders && hasBuffserStorage;
}
#endif

View File

@ -181,6 +181,7 @@ private:
bool hasComputeShaders;
bool hasTextureStorage;
bool hasTextureView;
bool m_support_sdsm;
bool m_need_ubo_workaround;
bool m_need_rh_workaround;
bool m_need_srgb_workaround;
@ -267,6 +268,11 @@ public:
return 120;
}
bool supportsSDSM() const
{
return m_support_sdsm;
}
bool needUBOWorkaround() const
{
return m_need_ubo_workaround;
@ -773,6 +779,7 @@ public:
void renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadows, bool forceRTT);
unsigned UpdateLightsInfo(scene::ICameraSceneNode * const camnode, float dt);
void UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, size_t height);
void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
// --------------------- OLD RTT --------------------

View File

@ -282,6 +282,8 @@ void PostProcessing::renderSunlight()
DrawFullScreenEffect<FullScreenShader::SunLightShader>(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
}
extern float shadowSplit[5];
void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &sun_ortho_matrix, GLuint depthtex)
{
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
@ -292,7 +294,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
glBlendEquation(GL_FUNC_ADD);
FullScreenShader::ShadowedSunLightShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), depthtex);
DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4], cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
}
@ -451,6 +453,7 @@ void PostProcessing::renderSSAO()
DrawFullScreenEffect<FullScreenShader::SSAOShader>(irr_driver->getSSAORadius(), irr_driver->getSSAOK(), irr_driver->getSSAOSigma());
}
void PostProcessing::renderFog()
{
const Track * const track = World::getWorld()->getTrack();

View File

@ -642,8 +642,151 @@ core::matrix4 getTighestFitOrthoProj(const core::matrix4 &transform, const std::
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 (irr_driver->supportsSDSM())
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));
@ -656,17 +799,17 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
const float oldnear = camnode->getNearValue();
float FarValues[] =
{
6.,
21.,
55.,
150.,
shadowSplit[1],
shadowSplit[2],
shadowSplit[3],
shadowSplit[4],
};
float NearValues[] =
{
oldnear,
5.,
20.,
50.,
shadowSplit[0],
shadowSplit[1],
shadowSplit[2],
shadowSplit[3]
};
@ -697,9 +840,12 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
// Build the 3 ortho projection (for the 3 shadow resolution levels)
for (unsigned i = 0; i < 4; i++)
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
camnode->render();
if (!irr_driver->supportsSDSM())
{
camnode->setFarValue(FarValues[i]);
camnode->setNearValue(NearValues[i]);
camnode->render();
}
const scene::SViewFrustum *frustrum = camnode->getViewFrustum();
float tmp[24] = {
frustrum->getFarLeftDown().X,
@ -737,7 +883,6 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
core::aabbox3df box = smallcambox;
box = box.intersect(trackbox);
std::vector<vector3df> vectors;
vectors.push_back(frustrum->getFarLeftDown());
vectors.push_back(frustrum->getFarLeftUp());
@ -748,19 +893,24 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
vectors.push_back(frustrum->getNearRightDown());
vectors.push_back(frustrum->getNearRightUp());
/* SunCamViewMatrix.transformBoxEx(trackbox);
SunCamViewMatrix.transformBoxEx(box);
core::matrix4 tmp_matrix;
core::vector3df extent = box.getExtent();
const float w = fabsf(extent.X);
const float h = fabsf(extent.Y);
float z = box.MaxEdge.Z;
if (irr_driver->supportsSDSM()){
float left = CBB[currentCBB][i].xmin / 4 - 2;
float right = CBB[currentCBB][i].xmax / 4 + 2;
float up = CBB[currentCBB][i].ymin / 4 - 2;
float down = CBB[currentCBB][i].ymax / 4 + 2;
// Snap to texels
const float units_per_w = w / 1024;
const float units_per_h = h / 1024;*/
// Prevent Matrix without extend
if (left != right && up != down)
tmp_matrix.buildProjectionMatrixOrthoLH(left, right,
down, up,
CBB[currentCBB][i].zmin / 4 - 100, CBB[currentCBB][i].zmax / 4 + 2);
}
else
tmp_matrix = getTighestFitOrthoProj(SunCamViewMatrix, vectors);
m_shadow_camnodes[i]->setProjectionMatrix(getTighestFitOrthoProj(SunCamViewMatrix, vectors) , true);
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));

View File

@ -1619,7 +1619,7 @@ namespace FullScreenShader
// Use 8 to circumvent a catalyst bug when binding sampler
AssignSamplerNames(Program, 0, "ntex", 1, "dtex", 8, "shadowtex");
AssignUniforms("direction", "col");
AssignUniforms("split0", "split1", "split2", "splitmax", "direction", "col");
}
RadianceHintsConstructionShader::RadianceHintsConstructionShader()
@ -1789,6 +1789,29 @@ namespace FullScreenShader
AssignSamplerNames(Program, 0, "texture");
}
LightspaceBoundingBoxShader::LightspaceBoundingBoxShader()
{
Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/Lightspaceboundingbox.comp").c_str(),
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str());
AssignSamplerNames(Program, 0, "depth");
AssignUniforms("SunCamMatrix", "split0", "split1", "split2", "splitmax");
GLuint block_idx = glGetProgramResourceIndex(Program, GL_SHADER_STORAGE_BLOCK, "BoundingBoxes");
glShaderStorageBlockBinding(Program, block_idx, 2);
}
DepthHistogramShader::DepthHistogramShader()
{
Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/depthhistogram.comp").c_str(),
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str());
AssignSamplerNames(Program, 0, "depth");
GLuint block_idx = glGetProgramResourceIndex(Program, GL_SHADER_STORAGE_BLOCK, "Histogram");
glShaderStorageBlockBinding(Program, block_idx, 1);
}
GlowShader::GlowShader()
{
Program = LoadProgram(OBJECT,

View File

@ -402,7 +402,7 @@ public:
EnvMapShader();
};
class ShadowedSunLightShader : public ShaderHelperSingleton<ShadowedSunLightShader, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
class ShadowedSunLightShader : public ShaderHelperSingleton<ShadowedSunLightShader, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
{
public:
ShadowedSunLightShader();
@ -511,6 +511,18 @@ public:
LinearizeDepthShader();
};
class LightspaceBoundingBoxShader : public ShaderHelperSingleton<LightspaceBoundingBoxShader, core::matrix4, float, float, float, float>, public TextureRead < Nearest_Filtered >
{
public:
LightspaceBoundingBoxShader();
};
class DepthHistogramShader : public ShaderHelperSingleton<DepthHistogramShader>, public TextureRead <Nearest_Filtered>
{
public:
DepthHistogramShader();
};
class GlowShader : public ShaderHelperSingleton<GlowShader>, public TextureRead<Bilinear_Filtered>
{
public: