Use ssbos for edge shadows

Seems quite slow as is
This commit is contained in:
2025-11-11 16:23:39 +00:00
parent 219c574931
commit c5034b3c4c
5 changed files with 102 additions and 9 deletions
+79 -2
View File
@@ -1,6 +1,83 @@
#version 450 core
layout (location = 0) in vec3 pos;
struct PosColNorm { vec4 pos; vec4 col; vec4 norm; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
layout (std430, binding = 5) readonly buffer Indices { uint indices[]; };
layout(location=0)uniform vec3 lightPos;
layout(location=1)uniform float radiusUniform;
float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
}
vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
float x = closestPointOnLineParam3(a,b,p);
if (x < 0) {
return a;
} else{ if (x > 1) { return b; }
{ return a + (x * (b- a));}
}
}
vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos)), 1)); }
vec4 shiftBy(float x, vec4 p) {
return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1));
}
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (100 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 100 , 1) ;
}
vec4 shiftNear(vec4 pos)
{
vec4 sp = shift(pos);
if (sp.z > 100) {
return projNear(pos);
} else {
return sp;
}
}
int ks[6] =
{0,1,2 // 2--3
,2,1,3 // | |
}; // 0--1
void main()
{
gl_Position = vec4(pos,1);
int k = ks[gl_VertexID % 6];
int i0 = 4*(gl_VertexID / 6);
vec4 p0 = data[indices[i0]].pos;
vec4 p1 = data[indices[i0+1]].pos;
vec3 n0a = data[indices[i0+2]].pos.xyz;
vec3 n1a = data[indices[i0+3]].pos.xyz;
vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos);
float ru2 = radiusUniform * radiusUniform;
vec4 mid = 0.5 * (p0 + p1);
vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz);
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
vec3 lightDir = p0.xyz - lightPos.xyz;
vec3 lightDir2 = p1.xyz - lightPos.xyz;
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
vec4 ps[4] = {p0,p1,p2,p3};
vec4 sp[4] = {p1,p0,p3,p2};
gl_Position = vec4(0,0,0,1);
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point are in
// "different directions" wrt the light direction
if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
if (dot(n0, lightDir) > 0) {gl_Position = theMat * sp[k];}
else {gl_Position = theMat * ps[k]; }
//gl_Position = vec4(1,1,1,0);
}
else {gl_Position = vec4(1,1,1,0);}
}
//layout (location = 0) in vec3 pos;
//void main()
//{
// gl_Position = vec4(pos,1);
//}
+1
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@@ -46,6 +46,7 @@ data RenderData = RenderData
, _wallSSBO :: GLuint
, _shapeSSBO :: GLuint
, _ishapeSSBO :: GLuint
, _ieshapeSSBO :: GLuint
-- , _lightsUBO :: GLuint -- BufferObject id
, _vboWindows :: VBO
, _vboShapes :: VBO
+3
View File
@@ -138,6 +138,9 @@ doDrawing' win pdata u = do
glNamedBufferSubData (pdata ^. ishapeSSBO) 0
(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
(pdata ^. shapeEBO . eboPtr)
glNamedBufferSubData (pdata ^. ieshapeSSBO) 0
(fromIntegral $ nSilIndices * (sizeOf (0::GLuint)))
(pdata ^. silhouetteEBO . eboPtr)
setViewport _gr_world_res cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE
+8 -1
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@@ -58,6 +58,11 @@ preloadRender = do
glNamedBufferStorage ishapessbo ishapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 4 ishapessbo
ieshapessbo <- mglCreate glCreateBuffers
let ieshapessbosize = fromIntegral (sizeOf (0::GLuint) * 65536)
glNamedBufferStorage ieshapessbo ieshapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 5 ieshapessbo
dummyvao <- mglCreate glGenVertexArrays
winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
@@ -98,7 +103,8 @@ preloadRender = do
--makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao)
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
--makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles shedgevao
ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles
(VAO dummyvao)
@@ -226,6 +232,7 @@ preloadRender = do
, _wallSSBO = wallssbo
, _shapeSSBO = shapessbo
, _ishapeSSBO = ishapessbo
, _ieshapeSSBO = ieshapessbo
-- , _lightsUBO = lightsubo
, _vboWindows = winvbo
, _vboShapes = shVBO
+11 -6
View File
@@ -186,12 +186,17 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glUseProgram (_shaderUINT llinesShad)
glUniform3f 0 x y z
glUniform1f 1 rad
glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
glDrawElements
(_unPrimitiveMode $ _shaderPrimitive llinesShad)
(fromIntegral nSils)
GL_UNSIGNED_INT
nullPtr
--glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
glBindVertexArray (pdata ^. dummyVAO . vaoName)
glDrawArrays
GL_TRIANGLES
0
((fromIntegral nSils * 6) `div` 4)
--glDrawElements
-- (_unPrimitiveMode $ _shaderPrimitive llinesShad)
-- (fromIntegral nSils)
-- GL_UNSIGNED_INT
-- nullPtr
--draw caps on the near plane as required
glEnable GL_CULL_FACE
glCullFace GL_FRONT