Intermediate commit: trying to compute bounding box for splitted view frustum

simple_math_single_header
Martin Felis 2018-06-29 17:12:17 +02:00
parent cf7a71111d
commit 45e0dd9a9a
2 changed files with 81 additions and 5 deletions

View File

@ -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) {

View File

@ -111,6 +111,7 @@ struct Renderer {
void CheckRenderBuffers();
void RenderGl();
void RenderScene(RenderProgram &program, const Camera& camera);
void DebugDrawShadowCascades();
void DrawGui();
void InitializeSSAOKernelAndNoise();