Refactoring split computation (still in progress)
parent
af7387175c
commit
1f003e3ed7
|
@ -268,6 +268,95 @@ void Light::DrawGui() {
|
|||
);
|
||||
}
|
||||
|
||||
void Light::UpdateSplits(const Camera& camera) {
|
||||
assert(camera.mIsOrthographic == false);
|
||||
|
||||
float near = camera.mNear;
|
||||
float far = camera.mFar;
|
||||
float length = far - near;
|
||||
float split_near = near;
|
||||
|
||||
float tan_half_hfov = tanf(0.5f * camera.mFov * M_PI / 180.0f);
|
||||
float tan_half_vfov = tanf(0.5f * camera.mWidth / camera.mHeight * camera.mFov * M_PI / 180.0f);
|
||||
|
||||
Matrix44f look_at = mCamera.mViewMatrix;
|
||||
Matrix44f look_at_inv = look_at.inverse();
|
||||
Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
|
||||
Matrix44f light_matrix_inv = light_matrix.inverse();
|
||||
|
||||
for (int i = 0; i < cNumSplits; ++i) {
|
||||
split_near = near + mShadowSplits[i] * length;
|
||||
float split_far = near + mShadowSplits[i + 1] * length;
|
||||
|
||||
float xn = split_near * tan_half_vfov;
|
||||
float xf = split_far * tan_half_vfov;
|
||||
float yn = split_near * tan_half_hfov;
|
||||
float yf = split_far * tan_half_hfov;
|
||||
|
||||
Vector4f frustum_corners[] = {
|
||||
Vector4f (xn, yn, -split_near, 1.0f),
|
||||
Vector4f (-xn, yn, -split_near, 1.0f),
|
||||
Vector4f (xn, -yn, -split_near, 1.0f),
|
||||
Vector4f (-xn, -yn, -split_near, 1.0f),
|
||||
|
||||
Vector4f (xf, yf, -split_far, 1.0f),
|
||||
Vector4f (-xf, yf, -split_far, 1.0f),
|
||||
Vector4f (xf, -yf, -split_far, 1.0f),
|
||||
Vector4f (-xf, -yf, -split_far, 1.0f)
|
||||
};
|
||||
|
||||
BBox bbox_world;
|
||||
BBox bbox_light;
|
||||
|
||||
for (int j = 0; j < 8; ++j) {
|
||||
Vector4f v_world = look_at_inv.transpose() * frustum_corners[j];
|
||||
Vector4f v_light = light_matrix.transpose() * v_world;
|
||||
|
||||
// gLog("vworld %d: %.3f, %.3f, %.3f, %.3f", j,
|
||||
// v_world[0],
|
||||
// v_world[1],
|
||||
// v_world[2],
|
||||
// v_world[3]);
|
||||
|
||||
bbox_world.Update(v_world.block<3,1>(0,0));
|
||||
bbox_light.Update(v_light.block<3,1>(0,0));
|
||||
}
|
||||
|
||||
ShadowSplitInfo &split = mSplits[i];
|
||||
split.mBoundsWorld = bbox_world;
|
||||
split.mBoundsLight = bbox_light;
|
||||
|
||||
// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
|
||||
// min_x, max_x,
|
||||
// min_y, max_y,
|
||||
// min_z, max_z
|
||||
// );
|
||||
|
||||
// Draw in light space
|
||||
{
|
||||
Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
|
||||
Vector3f center = bbox_light.mMin + dimensions;
|
||||
|
||||
split.mCamera.mViewMatrix = light_matrix;
|
||||
|
||||
// TODO: values for near and far planes are off
|
||||
split.mCamera.mProjectionMatrix = Ortho (
|
||||
bbox_light.mMin[0], bbox_light.mMax[0],
|
||||
bbox_light.mMin[1], bbox_light.mMax[1],
|
||||
// mLight.mNear, bbox_light.mMax[2]
|
||||
mNear, mFar
|
||||
// bbox_light.mMin[2], mLight.mFar
|
||||
// bbox_light.mMin[2], bbox_light.mMax[2]
|
||||
) ;
|
||||
|
||||
split.mFrustum =
|
||||
split.mCamera.mViewMatrix
|
||||
* split.mCamera.mProjectionMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Renderer
|
||||
//
|
||||
|
@ -604,6 +693,16 @@ void Renderer::RenderGl() {
|
|||
mDebugCamera.mHeight = mSceneAreaHeight;
|
||||
}
|
||||
|
||||
mDebugCamera.mEye = Vector3d(-4.0f, 4.4f, 0.0f);
|
||||
mDebugCamera.mPoi = Vector3d(-3.2f, 3.8f, 0.2f);
|
||||
mDebugCamera.mUp = Vector3d(0.0f, 1.0f, 0.0f);
|
||||
mDebugCamera.mWidth = 300.0f;
|
||||
mDebugCamera.mHeight = 300.0f;
|
||||
mDebugCamera.mNear = 0.8f;
|
||||
mDebugCamera.mFar = 10.0f;
|
||||
mDebugCamera.UpdateMatrices();
|
||||
mLight.UpdateSplits(mDebugCamera);
|
||||
|
||||
// Cascaded Shadow Maps
|
||||
for (int i = 0; i < cNumSplits; ++i) {
|
||||
mLight.mSplits[i].mShadowMapTarget.Bind();
|
||||
|
@ -836,89 +935,34 @@ void Renderer::DebugDrawShadowCascades() {
|
|||
glDisable(GL_CULL_FACE);
|
||||
|
||||
gVertexArray.Bind();
|
||||
glUseProgram(mSimpleProgram.mProgramId);
|
||||
|
||||
float fov = 50.0f;
|
||||
float aspect = 1.0f;
|
||||
float near = 0.01f;
|
||||
float far = 10.0f;
|
||||
float length = far - near;
|
||||
float split_near = near;
|
||||
Matrix44f view_frustum =
|
||||
mDebugCamera.mViewMatrix
|
||||
* mDebugCamera.mProjectionMatrix;
|
||||
|
||||
float tan_half_hfov = tanf(0.5f * fov * M_PI / 180.0f);
|
||||
float tan_half_vfov = tanf(0.5f * aspect * fov * M_PI / 180.0f);
|
||||
mDebugCamera.UpdateMatrices();
|
||||
Matrix44f model_view_projection =
|
||||
view_frustum.inverse()
|
||||
// * light_matrix_inv
|
||||
* mCamera.mViewMatrix
|
||||
* mCamera.mProjectionMatrix;
|
||||
|
||||
Vector3f eye (-4.0f, 4.4f, 0.0f);
|
||||
Vector3f poi (-3.2f, 3.8f, 0.2f);
|
||||
Vector3f dir = (poi - eye).normalized();
|
||||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
|
||||
gUnitCubeLines.Draw(GL_LINES);
|
||||
|
||||
Matrix44f look_at = LookAt(eye, eye + dir, Vector3f (0., 1.0, 0.0));
|
||||
Matrix44f look_at_inv = look_at.inverse();
|
||||
Matrix44f light_matrix = LookAt (mLight.mPosition, mLight.mPosition + mLight.mDirection, Vector3f (0.f, 1.0f, 0.0f));
|
||||
Matrix44f light_matrix_inv = light_matrix.inverse();
|
||||
|
||||
// for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
|
||||
for (int i = 0; i < cNumSplits; ++i) {
|
||||
split_near = near + mLight.mShadowSplits[i] * length;
|
||||
float split_far = near + mLight.mShadowSplits[i + 1] * length;
|
||||
const ShadowSplitInfo& split = mLight.mSplits[i];
|
||||
const BBox& bbox_light = split.mBoundsLight;
|
||||
const BBox& bbox_world = split.mBoundsWorld;
|
||||
|
||||
Matrix44f view_frustum = (look_at * Perspective (fov, aspect, split_near, split_far)).inverse();
|
||||
|
||||
Matrix44f model_view_projection =
|
||||
view_frustum
|
||||
* mCamera.mViewMatrix
|
||||
* mCamera.mProjectionMatrix;
|
||||
|
||||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
|
||||
gUnitCubeLines.Draw(GL_LINES);
|
||||
|
||||
float xn = split_near * tan_half_vfov;
|
||||
float xf = split_far * tan_half_vfov;
|
||||
float yn = split_near * tan_half_hfov;
|
||||
float yf = split_far * tan_half_hfov;
|
||||
|
||||
Vector4f frustum_corners[] = {
|
||||
Vector4f (xn, yn, -split_near, 1.0f),
|
||||
Vector4f (-xn, yn, -split_near, 1.0f),
|
||||
Vector4f (xn, -yn, -split_near, 1.0f),
|
||||
Vector4f (-xn, -yn, -split_near, 1.0f),
|
||||
|
||||
Vector4f (xf, yf, -split_far, 1.0f),
|
||||
Vector4f (-xf, yf, -split_far, 1.0f),
|
||||
Vector4f (xf, -yf, -split_far, 1.0f),
|
||||
Vector4f (-xf, -yf, -split_far, 1.0f)
|
||||
};
|
||||
|
||||
BBox bbox_world;
|
||||
BBox bbox_light;
|
||||
|
||||
for (int j = 0; j < 8; ++j) {
|
||||
Vector4f v_world = look_at.inverse().transpose() * frustum_corners[j];
|
||||
Vector4f v_light = light_matrix.transpose() * v_world;
|
||||
|
||||
// gLog("vworld %d: %.3f, %.3f, %.3f, %.3f", j,
|
||||
// v_world[0],
|
||||
// v_world[1],
|
||||
// v_world[2],
|
||||
// v_world[3]);
|
||||
|
||||
bbox_world.Update(v_world.block<3,1>(0,0));
|
||||
bbox_light.Update(v_light.block<3,1>(0,0));
|
||||
}
|
||||
|
||||
// gLog ("min/max %.3f,%.3f, %.3f,%.3f, %.3f,%.3f",
|
||||
// min_x, max_x,
|
||||
// min_y, max_y,
|
||||
// min_z, max_z
|
||||
// );
|
||||
|
||||
// Draw in world space
|
||||
// Draw bounding boxes in world space
|
||||
{
|
||||
Vector3f dimensions = (bbox_world.mMax - bbox_world.mMin) * 0.5f;
|
||||
|
||||
Vector3f center = bbox_world.mMin + dimensions;
|
||||
|
||||
model_view_projection =
|
||||
Matrix44f model_view_projection =
|
||||
ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
|
||||
* TranslateMat44(center[0], center[1], center[2])
|
||||
* mCamera.mViewMatrix
|
||||
|
@ -926,16 +970,14 @@ void Renderer::DebugDrawShadowCascades() {
|
|||
|
||||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
|
||||
// gUnitCubeLines.Draw(GL_LINES);
|
||||
gUnitCubeLines.Draw(GL_LINES);
|
||||
}
|
||||
|
||||
// Draw in light space
|
||||
// Draw bounding boxes in light space
|
||||
{
|
||||
Vector3f dimensions = (bbox_light.mMax - bbox_light.mMin) * 0.5f;
|
||||
Vector3f center = bbox_light.mMin + dimensions;
|
||||
|
||||
mLight.mSplits[i].mCamera.mViewMatrix = light_matrix;
|
||||
|
||||
// TODO: values for near and far planes are off
|
||||
mLight.mSplits[i].mCamera.mProjectionMatrix = Ortho (
|
||||
bbox_light.mMin[0], bbox_light.mMax[0],
|
||||
|
@ -950,7 +992,7 @@ void Renderer::DebugDrawShadowCascades() {
|
|||
mLight.mSplits[i].mCamera.mViewMatrix
|
||||
* mLight.mSplits[i].mCamera.mProjectionMatrix;
|
||||
|
||||
model_view_projection =
|
||||
Matrix44f model_view_projection =
|
||||
mLight.mSplits[i].mFrustum.inverse()
|
||||
// * light_matrix_inv
|
||||
* mCamera.mViewMatrix
|
||||
|
|
|
@ -15,13 +15,8 @@
|
|||
#include "RenderUtils.h"
|
||||
|
||||
struct ShadowSplitInfo {
|
||||
float mLeft;
|
||||
float mRight;
|
||||
float mTop;
|
||||
float mBottom;
|
||||
float mNear;
|
||||
float mFar;
|
||||
|
||||
BBox mBoundsLight;
|
||||
BBox mBoundsWorld;
|
||||
Matrix44f mFrustum;
|
||||
RenderTarget mShadowMapTarget;
|
||||
Camera mCamera;
|
||||
|
@ -64,6 +59,7 @@ struct Light {
|
|||
void Initialize();
|
||||
void UpdateMatrices();
|
||||
void DrawGui();
|
||||
void UpdateSplits(const Camera& camera);
|
||||
};
|
||||
|
||||
struct RendererSettings;
|
||||
|
|
Loading…
Reference in New Issue