1 /* 2 Copyright (c) 2017-2020 Timur Gafarov, tg 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.graphics.csm; 29 30 import std.math; 31 32 import dlib.core.memory; 33 import dlib.core.ownership; 34 import dlib.math.vector; 35 import dlib.math.matrix; 36 import dlib.math.transformation; 37 import dlib.image.color; 38 39 import dagon.core.bindings; 40 import dagon.core.time; 41 import dagon.graphics.state; 42 import dagon.graphics.shadowmap; 43 import dagon.graphics.light; 44 import dagon.graphics.camera; 45 import dagon.graphics.shader; 46 import dagon.graphics.entity; 47 48 class ShadowArea: Owner 49 { 50 Matrix4x4f biasMatrix; 51 Matrix4x4f projectionMatrix; 52 Matrix4x4f shadowMatrix; 53 Matrix4x4f viewMatrix; 54 Matrix4x4f invViewMatrix; 55 Vector3f position; 56 float projectionSize; 57 float zStart; 58 float zEnd; 59 60 this(float projectionSize, float zStart, float zEnd, Owner owner) 61 { 62 super(owner); 63 64 this.biasMatrix = matrixf( 65 0.5f, 0.0f, 0.0f, 0.5f, 66 0.0f, 0.5f, 0.0f, 0.5f, 67 0.0f, 0.0f, 0.5f, 0.5f, 68 0.0f, 0.0f, 0.0f, 1.0f, 69 ); 70 71 resize(projectionSize, zStart, zEnd); 72 73 this.shadowMatrix = Matrix4x4f.identity; 74 this.viewMatrix = Matrix4x4f.identity; 75 this.invViewMatrix = Matrix4x4f.identity; 76 this.position = Vector3f(0.0f, 0.0f, 0.0f); 77 } 78 79 void resize(float projectionSize, float zStart, float zEnd) 80 { 81 this.projectionSize = projectionSize; 82 this.zStart = zStart; 83 this.zEnd = zEnd; 84 float hSize = projectionSize * 0.5f; 85 this.projectionMatrix = orthoMatrix(-hSize, hSize, -hSize, hSize, zStart, zEnd); 86 } 87 88 void update(Light light, Camera camera) 89 { 90 invViewMatrix = translationMatrix(position) * light.rotationAbsolute.toMatrix4x4; 91 viewMatrix = invViewMatrix.inverse; 92 shadowMatrix = biasMatrix * projectionMatrix * viewMatrix * camera.invViewMatrix; 93 } 94 } 95 96 class CascadedShadowMap: ShadowMap 97 { 98 Camera camera; 99 ShadowArea[3] area; 100 101 GLuint depthTexture; 102 GLuint framebuffer1; 103 GLuint framebuffer2; 104 GLuint framebuffer3; 105 106 uint shadowMapResolution = 2048; 107 float[3] projectionSize = [20, 60, 400]; 108 float zStart = -10000.0f; 109 float zEnd = 10000.0f; 110 111 this(Light light, Owner owner) 112 { 113 super(owner); 114 this.light = light; 115 resize(shadowMapResolution); 116 area[0] = New!ShadowArea(projectionSize[0], zStart, zEnd, this); 117 area[1] = New!ShadowArea(projectionSize[1], zStart, zEnd, this); 118 area[2] = New!ShadowArea(projectionSize[2], zStart, zEnd, this); 119 } 120 121 ~this() 122 { 123 releaseBuffer(); 124 } 125 126 override void resize(uint res) 127 { 128 this.resolution = res; 129 130 releaseBuffer(); 131 132 glGenTextures(1, &depthTexture); 133 glActiveTexture(GL_TEXTURE0); 134 glBindTexture(GL_TEXTURE_2D_ARRAY, depthTexture); 135 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 136 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 137 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); 138 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); 139 140 Color4f borderColor = Color4f(1, 1, 1, 1); 141 142 glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, borderColor.arrayof.ptr); 143 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); 144 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); 145 146 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT24, resolution, resolution, 3, 0, GL_DEPTH_COMPONENT, GL_FLOAT, null); 147 148 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); 149 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); 150 151 glBindTexture(GL_TEXTURE_2D_ARRAY, 0); 152 153 glGenFramebuffers(1, &framebuffer1); 154 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); 155 glDrawBuffer(GL_NONE); 156 glReadBuffer(GL_NONE); 157 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 0); 158 glBindFramebuffer(GL_FRAMEBUFFER, 0); 159 160 glGenFramebuffers(1, &framebuffer2); 161 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); 162 glDrawBuffer(GL_NONE); 163 glReadBuffer(GL_NONE); 164 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 1); 165 glBindFramebuffer(GL_FRAMEBUFFER, 0); 166 167 glGenFramebuffers(1, &framebuffer3); 168 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3); 169 glDrawBuffer(GL_NONE); 170 glReadBuffer(GL_NONE); 171 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 2); 172 glBindFramebuffer(GL_FRAMEBUFFER, 0); 173 } 174 175 void releaseBuffer() 176 { 177 if (glIsFramebuffer(framebuffer1)) 178 glDeleteFramebuffers(1, &framebuffer1); 179 180 if (glIsFramebuffer(framebuffer2)) 181 glDeleteFramebuffers(1, &framebuffer2); 182 183 if (glIsFramebuffer(framebuffer3)) 184 glDeleteFramebuffers(1, &framebuffer3); 185 186 if (glIsTexture(depthTexture)) 187 glDeleteTextures(1, &depthTexture); 188 } 189 190 override void update(Time t) 191 { 192 if (camera) 193 { 194 Vector3f cameraDirection = -camera.directionAbsolute; 195 Vector3f round(Vector3f a, float resolution) 196 { 197 return Vector3f(a.x - fmod(a.x, resolution), a.y - fmod(a.y, resolution), a.z - fmod(a.z, resolution)); 198 } 199 200 float res1 = projectionSize[0] / shadowMapResolution * 5; 201 area[0].position = round(camera.positionAbsolute + cameraDirection * (projectionSize[0] * 0.48f - 1.0f), res1); 202 area[0].update(light, camera); 203 204 foreach(i; 1..projectionSize.length) 205 { 206 auto res = projectionSize[i] / shadowMapResolution * (i == 1? 10 : 100); 207 area[i].position = round(camera.positionAbsolute + cameraDirection * projectionSize[i] * 0.5f, res); 208 area[i].update(light, camera); 209 } 210 } 211 } 212 }