Intermediate commit: trying to compute bounding box for splitted view frustum
parent
cf7a71111d
commit
45e0dd9a9a
|
@ -1,3 +1,5 @@
|
|||
#include <limits>
|
||||
|
||||
#include "RuntimeModule.h"
|
||||
#include "Timer.h"
|
||||
#include "Globals.h"
|
||||
|
@ -779,6 +781,11 @@ void Renderer::RenderGl() {
|
|||
}
|
||||
|
||||
if (mDrawDebugCamera && mUseDeferred) {
|
||||
DebugDrawShadowCascades();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DebugDrawShadowCascades() {
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0};
|
||||
glDrawBuffers (1, buffers);
|
||||
|
||||
|
@ -791,27 +798,95 @@ void Renderer::RenderGl() {
|
|||
|
||||
gVertexArray.Bind();
|
||||
|
||||
float fov = 45.0f;
|
||||
float aspect = 1.0f;
|
||||
float near = 0.5f;
|
||||
float far = 10.0f;
|
||||
float length = far - near;
|
||||
float split_near = near;
|
||||
for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
|
||||
|
||||
float tan_half_hfov = tan(0.5f * fov * M_PI / 180.0f);
|
||||
float tan_half_vfov = tan(0.5f * aspect * fov * M_PI / 180.0f);
|
||||
|
||||
// for (int i = 0; i < mLight.mShadowSplits.size(); ++i) {
|
||||
for (int i = 0; i < 1; ++i) {
|
||||
float split_far = mLight.mShadowSplits[i] * length;
|
||||
model_view_projection =
|
||||
Perspective (45.0, 1.0f, split_near, split_far).inverse()
|
||||
* TranslateMat44(0.0f, 0.001f, 0.0f)
|
||||
|
||||
Matrix44f view_frustum = 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_hfov;
|
||||
float xf = split_far * tan_half_hfov;
|
||||
float yn = split_near * tan_half_vfov;
|
||||
float yf = split_far * tan_half_vfov;
|
||||
|
||||
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 (xn, yn, split_far, 1.0f),
|
||||
Vector4f (-xn, yn, split_far, 1.0f),
|
||||
Vector4f (xn, -yn, split_far, 1.0f),
|
||||
Vector4f (-xn, -yn, split_far, 1.0f)
|
||||
};
|
||||
|
||||
Vector4f frustum_corners_world[8];
|
||||
|
||||
float min_x = std::numeric_limits<float>::max();
|
||||
float max_x = std::numeric_limits<float>::min();
|
||||
float min_y = std::numeric_limits<float>::max();
|
||||
float max_y = std::numeric_limits<float>::min();
|
||||
float min_z = std::numeric_limits<float>::max();
|
||||
float max_z = std::numeric_limits<float>::min();
|
||||
|
||||
for (int j = 0; j < 8; ++j) {
|
||||
Vector4f v_world = view_frustum.transpose() * frustum_corners[j];
|
||||
|
||||
frustum_corners_world[j] = v_world;
|
||||
|
||||
min_x = fmin(min_x, frustum_corners_world[j][0]);
|
||||
max_x = fmax(max_x, frustum_corners_world[j][0]);
|
||||
min_y = fmin(min_y, frustum_corners_world[j][1]);
|
||||
max_y = fmax(max_y, frustum_corners_world[j][1]);
|
||||
min_z = fmin(min_z, frustum_corners_world[j][2]);
|
||||
max_z = fmax(max_z, frustum_corners_world[j][2]);
|
||||
}
|
||||
|
||||
Vector3f dimensions (
|
||||
max_x - min_x,
|
||||
max_y - min_y,
|
||||
(split_far - split_near)
|
||||
// max_z - min_z
|
||||
);
|
||||
|
||||
Vector3f center = Vector3f (min_x, min_y, min_z) + dimensions * 0.5f;
|
||||
|
||||
model_view_projection =
|
||||
TranslateMat44(center[0], center[1], center[2])
|
||||
* ScaleMat44 (dimensions[0], dimensions[1], dimensions[2])
|
||||
* mCamera.mViewMatrix
|
||||
* mCamera.mProjectionMatrix;
|
||||
|
||||
mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
|
||||
mSimpleProgram.SetVec4("uColor", Vector4f (0.0f, 1.0f, 1.0f, 1.0f));
|
||||
gUnitCubeLines.Draw(GL_LINES);
|
||||
|
||||
split_near = split_far;
|
||||
}
|
||||
|
||||
// Disable wireframe
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
|
||||
|
|
|
@ -111,6 +111,7 @@ struct Renderer {
|
|||
void CheckRenderBuffers();
|
||||
void RenderGl();
|
||||
void RenderScene(RenderProgram &program, const Camera& camera);
|
||||
void DebugDrawShadowCascades();
|
||||
void DrawGui();
|
||||
|
||||
void InitializeSSAOKernelAndNoise();
|
||||
|
|
Loading…
Reference in New Issue