Try to improve instancing shadows

This commit is contained in:
2023-03-12 14:06:11 +00:00
parent b88a8d5776
commit 9947979b52
9 changed files with 368 additions and 296 deletions
+197 -139
View File
@@ -7,9 +7,8 @@ module Render (
bindFBO,
) where
import Control.Monad
import Dodge.WindowSize
import Control.Lens
import Control.Monad
import Control.Monad.Primitive
import Data.Preload.Render
import qualified Data.Vector as V
@@ -18,6 +17,7 @@ import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Unboxed.Mutable as UMV
import Dodge.Data.Config
import Dodge.WindowSize
import Foreign hiding (rotate)
import Geometry.Data
import Graphics.GL.Core45
@@ -26,13 +26,15 @@ import Shader
import Shader.Data
import Shader.ExtraPrimitive
-- | Determine where light is shining in the world.
-- think of the produced texture as showing what RGB values should be "taken
-- away" from the shape colors.
{- | Determine where light is shining in the world.
think of the produced texture as showing what RGB values should be "taken
away" from the shape colors.
-}
createLightMap ::
Configuration ->
RenderData ->
[(Point3, Float, Point3)] -> -- Lights
-- | number of walls
Int ->
-- | number of silhoutte lines to draw
@@ -46,107 +48,159 @@ createLightMap ::
(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
IO ()
createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
_ -> do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
glClearColor 1 1 1 1
glClear GL_COLOR_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos
NoShadows -> do
let ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
glClearColor 1 1 1 1
glClear GL_COLOR_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
NoLighting -> do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
glClearColor 0 0 0 1
-- glClearDepth 0
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glClear $ GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT
-- glClearDepth 1
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
--currentProgram $= Just (_shadProg lwallShad)
glUseProgram (_shadProg' lwallShad)
--uniform (_shadUnis lwallShad V.! 0)
-- $= Vector3 x y z
glUniform3f (_shadUnis' lwallShad V.! 0) x y z
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
0
(fromIntegral nWalls)
case shadsdrawtype of
GeoObjShads -> do
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
CPUObjShads -> drawCPUShadows (V3 x y z) rad
NoObjShads -> return ()
--draw lightmap itself
glEnable GL_DEPTH_TEST
glDepthFunc GL_ALWAYS
--depthFunc $= Just Always
-- bind world position texture
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
--stencilOp $= (OpKeep, OpKeep, OpKeep)
glStencilFunc GL_EQUAL 0 255
--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
glDepthFunc GL_ALWAYS
glDepthMask GL_FALSE
_ -> do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
glClearColor 1 1 1 1
glClear GL_COLOR_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
glEnable GL_STENCIL_TEST
--stencilTest $= Enabled
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glClear GL_STENCIL_BUFFER_BIT
glDisable GL_CULL_FACE
--cullFace $= Nothing
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
--currentProgram $= Just (_shadProg lwallShad)
glUseProgram (_shadProg' lwallShad)
--uniform (_shadUnis lwallShad V.! 0)
-- $= Vector3 x y z
glUniform3f (_shadUnis' lwallShad V.! 0) x y z
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
0
(fromIntegral nWalls)
case shadsdrawtype of
GeoObjShads -> do
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
CPUObjShads -> drawCPUShadows (V3 x y z) rad
NoObjShads -> return ()
--draw lightmap itself
glDepthFunc GL_ALWAYS
-- bind world position texture
bindTO toPos
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
glUniform3f (_shadUnis' ltextShad V.! 0) x y z
glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
glDrawArrays
(marshalEPrimitiveMode (_shadPrim' ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
lightsToArray :: [(Point3,Float,Point3)] -> [Float]
lightsToArray xs = concat (take 20 $ map t xs ++ repeat [0,0,0,0])
++ concat (take 20 $ map s xs ++ repeat [0,0,0,0])
lightsToArray :: [(Point3, Float, Point3)] -> [Float]
lightsToArray xs =
concat (take 20 $ map t xs ++ repeat [0, 0, 0, 0])
++ concat (take 20 $ map s xs ++ repeat [0, 0, 0, 0])
where
t (V3 a b c,_,_) = [a,b,c,1]
s (_,d,V3 e f g) = [e,f,g,d]
--t (V3 a b c,d,V3 e f g) = [a,b,c,1]
t (V3 a b c, _, _) = [a, b, c, 1]
s (_, d, V3 e f g) = [e, f, g, d]
instanceLightMap ::
Configuration ->
@@ -162,52 +216,53 @@ instanceLightMap ::
TO ->
IO ()
instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
let llinesShad = _shadowEdgeShader pdata
lcapShad = _shadowCapShader pdata
lwallShad = _shadowWallShader pdata
(xsize,ysize) = getWindowSize cfig
let lcapShad = _shadowCapShader pdata
(xsize, ysize) = getWindowSize cfig
withArray (lightsToArray lightPoints) $ \ptr ->
glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr
forM_ [0..19] $ \i -> glCopyImageSubData
(pdata ^. rboBaseBloom)
GL_RENDERBUFFER
0
0 0 0
(pdata ^. fboShadow . _2 . _2 . unTO)
GL_TEXTURE_2D_ARRAY 0 0 0 i (fromIntegral xsize) (fromIntegral ysize)
1
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboShadow pdata)))
forM_ [0 .. 19] $ \i ->
glCopyImageSubData
(pdata ^. rboBaseBloom)
GL_RENDERBUFFER
0
0
0
0
(pdata ^. fboShadow . _2 . _2 . unTO)
GL_TEXTURE_2D_ARRAY
0
0
0
i
(fromIntegral xsize)
(fromIntegral ysize)
1
glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboShadow . _1 . unFBO
glDepthMask GL_FALSE
-- clearColor is specified differently in preloadRender
-- the colors are inverted
glClearColor 0 0 0 0
glClear $ GL_COLOR_BUFFER_BIT + GL_STENCIL_BUFFER_BIT
-- for each of the lights:
-- 1. stencil out the shadows from this light's point of view
-- 2. calculate lighting based on each fragment's position
-- to consider: adding normals/a "material" for each fragment
-- stencil out the shadows from each light's point of view
-- setup stencil
glEnable GL_STENCIL_TEST
glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
-- this was a loop
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glDisable GL_BLEND
glDisable GL_CULL_FACE
glStencilFunc GL_ALWAYS 0 255
--draw wall shadows
glUseProgram (_shadProg' lwallShad)
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glUseProgram $ pdata ^. shadowWallShader . shadProg'
glBindVertexArray $ pdata ^. shadowWallShader . shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(marshalEPrimitiveMode $ _shadPrim' lwallShad)
(marshalEPrimitiveMode $ pdata ^. shadowWallShader . shadPrim')
0
(fromIntegral nWalls)
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glUseProgram $ pdata ^. shadowEdgeShader . shadProg'
glBindVertexArray $ pdata ^. shadowEdgeShader . shadVAO' . vaoName
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
(marshalEPrimitiveMode $ pdata ^. shadowEdgeShader . shadPrim')
(fromIntegral nSils)
GL_UNSIGNED_SHORT
nullPtr
@@ -215,31 +270,27 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
(fromIntegral nCaps)
GL_UNSIGNED_SHORT
nullPtr
--draw lightmap itself
glEnable GL_DEPTH_TEST
--draw lightmap itself
glDepthFunc GL_ALWAYS
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glStencilFunc GL_EQUAL 0 255
glUseProgram (pdata ^. shadowLightShader . shadProg')
-- bind world position texture
bindTO toPos
glDisable GL_BLEND
glBindVertexArray $ pdata ^. shadowLightShader . shadVAO' . vaoName
glDrawArrays
(marshalEPrimitiveMode $ pdata ^. shadowLightShader . shadPrim')
0
1
-- this was the end of the loop
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
--draw to the lighting framebuffer here
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
glClearColor 1 1 1 1
@@ -252,6 +303,11 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
(marshalEPrimitiveMode EPoints)
0
1
withArray [GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT] $ \ptr ->
glInvalidateNamedFramebufferData
(pdata ^. fboShadow . _1 . unFBO)
2
ptr
-- assumes that vertices have already been sent to the shader
pingPongBetween ::
@@ -294,8 +350,10 @@ renderLayer layer shads counts = do
bindTO :: TO -> IO ()
bindTO t = glBindTexture GL_TEXTURE_2D (_unTO t)
--textureBinding Texture2D $= Just t
--textureBinding Texture2D $= Just t
bindFBO :: FBO -> IO ()
bindFBO fb = --bindFramebuffer Framebuffer $= fb
bindFBO fb =
--bindFramebuffer Framebuffer $= fb
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb)