Move towards geometry instancing for shadows

This commit is contained in:
2023-03-10 13:55:41 +00:00
parent cda7116930
commit c8b256c939
14 changed files with 303 additions and 17 deletions
+6
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@@ -0,0 +1,6 @@
#version 450 core
out vec4 fColor;
void main()
{
fColor = vec4 (0,0,0,0);
}
+6
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@@ -0,0 +1,6 @@
#version 450 core
layout (location = 0) in vec3 pos;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
void main() {
gl_Position = theMat * vec4(pos,1);
}
+42
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@@ -0,0 +1,42 @@
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
//layout (std140, binding = 1) uniform LightsBlock
//{
// vec4 posBool[20];
// vec4 colRad[20];
//} ;
uniform vec3 lightPos;
uniform int lightID;
// this code is duplicated in lineShadow.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (140 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 140 , 1) ;
}
void main()
{
vec4 p0 = gl_in[0].gl_Position ;
vec4 p1 = gl_in[1].gl_Position ;
vec4 p2 = gl_in[2].gl_Position ;
if ( //if Light Source is below all vertices, draw cap
// TODO think about when LS is beside the object
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
)
{
// the front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Position = theMat * projNear(p1); EmitVertex();
gl_Position = theMat * projNear(p2); EmitVertex();
EndPrimitive();
}
else {}
}
+11
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@@ -0,0 +1,11 @@
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec4 lumRad;
out vec3 dField;
out vec3 lum;
void main()
{
gl_Position = vec4(position,1);
}
+81
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@@ -0,0 +1,81 @@
#version 450 core
layout (lines_adjacency) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
//uniform vec3 lightPos;
//uniform float radiusUniform;
uniform int lightID;
vec3 lightPos1 = posBool[lightID].xyz;
//vec3 lightPos1 = lightPos;
float theBool = posBool[lightID].w;
vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
// copied from lighting/cap.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos1 ;
float a = (140 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 140 , 1) ;
} ;
vec4 shiftNear (vec4 pos)
{ vec4 sp = shift(pos);
if (sp.z > 140)
{ return projNear(pos) ; }
else
{ return sp ; }
} ;
vec4 f (vec4 p) {return (theMat * p);} ;
void main()
{
if (theBool == 1){
// float ru2 = radiusUniform * radiusUniform ;
float ru = colRad[lightID].w ;
float ru2 = ru * ru;
vec4 p0 = gl_in[0].gl_Position;
vec4 p1 = gl_in[1].gl_Position;
vec4 mid = 0.5*(p0 + p1);
vec3 n0a = gl_in[2].gl_Position.xyz;
vec3 n1a = gl_in[3].gl_Position.xyz;
vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ;
//vec3 n2 = n0 + n1; // assumes the summands are normalized
vec3 lightDir = p0.xyz - lightPos1.xyz;
vec3 lightDir2 = p1.xyz - lightPos1.xyz;
// 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
{
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
if ( dot(n0 , lightDir) > 0)
{
gl_Position = f(p0); EmitVertex();
gl_Position = f(p1); EmitVertex();
gl_Position = f(p2); EmitVertex();
gl_Position = f(p3); EmitVertex();
}
else
{
gl_Position = f(p1); EmitVertex();
gl_Position = f(p0); EmitVertex();
gl_Position = f(p3); EmitVertex();
gl_Position = f(p2); EmitVertex();
}
EndPrimitive();
}
else { }
}else {}
}
+6
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@@ -0,0 +1,6 @@
#version 450 core
layout (location = 0) in vec3 pos;
void main()
{
gl_Position = vec4(pos,1);
}
+20
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@@ -0,0 +1,20 @@
#version 450 core
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
in vec2 vTexPos;
out vec4 fColor;
void main()
{
vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
float dist = dot(distVec,distVec);
if (dist > lumRad.a) {discard;}
float x = 1 - dist / lumRad.a ;
vec3 c = (x * x * x) * lumRad.rgb ;
fColor = vec4(c,0);
}
+9
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@@ -0,0 +1,9 @@
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}
+74
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@@ -0,0 +1,74 @@
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 8) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform vec3 lightPos;
uniform int lightID;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
// construct a box with openings on bottom face and face away from wall
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,100,1);
vec4 p8 = vec4 (p5.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
vec4 a5 = theMat * p5;
vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
//gl_Position = a4; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a2; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a6; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a5; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a8; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a6; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a6; EmitVertex();
//gl_Position = a2; EmitVertex();
EndPrimitive();
} else {}
}
+6
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@@ -0,0 +1,6 @@
#version 450 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
}
+2 -2
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@@ -32,7 +32,7 @@ import Shader.Poke
doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
doDrawing win pdata u = do
-- sTicks <- SDL.ticks
--sTicks <- SDL.ticks
let w = _uvWorld u
cfig = _uvConfig u
rot = w ^. cWorld . camPos . camRot
@@ -100,7 +100,7 @@ doDrawing win pdata u = do
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
glClearColor 0 0 0 0
glClearColor 0 0 0 1
glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
glDepthFunc GL_LESS
-- draw wall occlusions from the camera's point of view
+17 -6
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@@ -37,7 +37,7 @@ preloadRender = do
glNamedBufferStorage isoUBO 64 ptr 0
lightsubo <- mglCreate glCreateBuffers
glNamedBufferData lightsubo 560 nullPtr GL_STREAM_DRAW
glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
-- setup wall points VBO, VAOs and shaders
@@ -140,8 +140,16 @@ preloadRender = do
>>= addUniforms ["lightPos", "radiusUniform"]
shadowedgeshader <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightID"]
-- >>= addUniforms ["lightPos", "radiusUniform","lightID"]
shadowcapshader <-
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
>>= addUniforms ["lightPos", "lightID"]
-- >>= addUniforms ["lightPos"]
shadowwallshader <-
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
>>= addUniforms ["lightPos","lightID"]
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
@@ -173,6 +181,9 @@ preloadRender = do
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
>>= addUniforms ["lightPos", "lumRad"]
shadowlightshader <-
makeShaderUsingVAO "shadow/light" [vert, frag] ETriangleStrip fsshadvao
>>= addUniforms ["lightPos", "lumRad"]
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
@@ -239,9 +250,9 @@ preloadRender = do
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingWallShadShader = lightingWallShadShad
, _shadowEdgeShader = shadowedgeshader
, _shadowCapShader = shadowedgeshader
, _shadowWallShader = shadowedgeshader
, _shadowLightShader = shadowedgeshader
, _shadowCapShader = shadowcapshader
, _shadowWallShader = shadowwallshader
, _shadowLightShader = shadowlightshader
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
+20 -8
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@@ -18,7 +18,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
import Dodge.Data.Config
import Foreign hiding (rotate)
import Geometry.Data
import Graphics.GL.Core43
import Graphics.GL.Core45
import Picture.Data
import Shader
import Shader.Data
@@ -137,6 +137,14 @@ createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUS
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])
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]
instanceLightMap ::
RenderData ->
[(Point3, Float, Point3)] -> -- Lights
@@ -150,10 +158,13 @@ instanceLightMap ::
TO ->
IO ()
instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
ltextShad = _lightingTextureShader pdata
let llinesShad = _shadowEdgeShader pdata
lcapShad = _shadowCapShader pdata
lwallShad = _shadowWallShader pdata
--llinesShad = _lightingLineShadowShader pdata
ltextShad = _shadowLightShader pdata
withArray (lightsToArray lightPoints) $ \ptr ->
glNamedBufferSubData (pdata ^. lightsUBO) 0 620 ptr
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
glDepthMask GL_FALSE
@@ -172,7 +183,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
--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
flip VFSM.mapM_ (VFSM.fromList (zip lightPoints [(0::Int)..])) $ \((V3 x y z, rad, V3 r g b),i) -> do
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
@@ -186,6 +197,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
--uniform (_shadUnis lwallShad V.! 0)
-- $= Vector3 x y z
glUniform3f (_shadUnis' lwallShad V.! 0) x y z
glUniform1i (_shadUnis' lwallShad V.! 1) (fromIntegral i)
--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
@@ -194,8 +206,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
(fromIntegral nWalls)
--draw silhouette shadows
glUseProgram (_shadProg' llinesShad)
glUniform3f (_shadUnis' llinesShad V.! 0) x y z
glUniform1f (_shadUnis' llinesShad V.! 1) rad
glUniform1i (_shadUnis' llinesShad V.! 0) (fromIntegral i)
glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' llinesShad)
@@ -207,6 +218,7 @@ instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
glCullFace GL_BACK
glUseProgram (_shadProg' lcapShad)
glUniform3f (_shadUnis' lcapShad V.! 0) x y z
glUniform1i (_shadUnis' lcapShad V.! 1) (fromIntegral i)
glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' lcapShad)
+3 -1
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@@ -162,13 +162,15 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
g x = [2*x,2*x+1,2*x+3
,2*x,2*x+3,2*x+2]
-- consider changing the position to a vec4
-- and just doing two pokes rather than seven
-- (especially if adding normal data)
pokeJustV :: Ptr Float
-> Int
-> ShapeV
-> IO Int
{-# INLINE pokeJustV #-}
pokeJustV ptr nv sh = do
-- pokeArray (advancePtr ptr (off 0)) [a,b,c,d,e,f,g]
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c