Properly computing splits for the given camera and light
parent
1f003e3ed7
commit
aa4925b6c8
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@ -21,6 +21,7 @@ struct RendererSettings {
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bool DrawLightDepth = false;
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bool DrawLightDepth = false;
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int RenderMode = 0;
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int RenderMode = 0;
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int ActiveShadowMapSplit = 0;
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int ActiveShadowMapSplit = 0;
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int ActiveCameraDebugUi = 0;
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};
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};
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enum SceneRenderMode {
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enum SceneRenderMode {
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@ -275,19 +276,25 @@ void Light::UpdateSplits(const Camera& camera) {
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float far = camera.mFar;
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float far = camera.mFar;
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float length = far - near;
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float length = far - near;
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float split_near = near;
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float split_near = near;
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float aspect = camera.mWidth / camera.mHeight;
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float tan_half_hfov = tanf(0.5f * camera.mFov * M_PI / 180.0f);
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float tan_half_hfov = tanf(0.5f * camera.mFov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * camera.mWidth / camera.mHeight * camera.mFov * M_PI / 180.0f);
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float tan_half_vfov = tanf(0.5f * aspect * camera.mFov * M_PI / 180.0f);
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Matrix44f look_at = mCamera.mViewMatrix;
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Matrix44f look_at = camera.mViewMatrix;
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Matrix44f look_at_inv = look_at.inverse();
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Matrix44f look_at_inv = look_at.inverse();
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Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
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Matrix44f light_matrix = LookAt (mPosition, mPosition + mDirection, Vector3f (0.f, 1.0f, 0.0f));
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Matrix44f light_matrix_inv = light_matrix.inverse();
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Matrix44f light_matrix_inv = light_matrix.inverse();
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for (int i = 0; i < cNumSplits; ++i) {
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for (int i = 0; i < cNumSplits; ++i) {
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ShadowSplitInfo &split = mSplits[i];
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split_near = near + mShadowSplits[i] * length;
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split_near = near + mShadowSplits[i] * length;
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float split_far = near + mShadowSplits[i + 1] * length;
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float split_far = near + mShadowSplits[i + 1] * length;
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split.mViewFrustum =
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look_at * Perspective (camera.mFov, aspect, split_near, split_far);
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float xn = split_near * tan_half_vfov;
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float xn = split_near * tan_half_vfov;
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float xf = split_far * tan_half_vfov;
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float xf = split_far * tan_half_vfov;
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float yn = split_near * tan_half_hfov;
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float yn = split_near * tan_half_hfov;
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@ -322,7 +329,6 @@ void Light::UpdateSplits(const Camera& camera) {
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bbox_light.Update(v_light.block<3,1>(0,0));
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bbox_light.Update(v_light.block<3,1>(0,0));
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}
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}
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ShadowSplitInfo &split = mSplits[i];
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split.mBoundsWorld = bbox_world;
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split.mBoundsWorld = bbox_world;
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split.mBoundsLight = bbox_light;
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split.mBoundsLight = bbox_light;
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@ -693,13 +699,13 @@ void Renderer::RenderGl() {
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mDebugCamera.mHeight = mSceneAreaHeight;
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mDebugCamera.mHeight = mSceneAreaHeight;
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}
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}
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mDebugCamera.mEye = Vector3d(-4.0f, 4.4f, 0.0f);
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// mDebugCamera.mEye = Vector3d(-4.0f, 4.4f, 0.0f);
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mDebugCamera.mPoi = Vector3d(-3.2f, 3.8f, 0.2f);
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// mDebugCamera.mPoi = Vector3d(-3.2f, 3.8f, 0.2f);
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mDebugCamera.mUp = Vector3d(0.0f, 1.0f, 0.0f);
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// mDebugCamera.mUp = Vector3d(0.0f, 1.0f, 0.0f);
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mDebugCamera.mWidth = 300.0f;
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mDebugCamera.mWidth = 300.0f;
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mDebugCamera.mHeight = 300.0f;
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mDebugCamera.mHeight = 300.0f;
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mDebugCamera.mNear = 0.8f;
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// mDebugCamera.mNear = 0.8f;
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mDebugCamera.mFar = 10.0f;
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// mDebugCamera.mFar = 10.0f;
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mDebugCamera.UpdateMatrices();
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mDebugCamera.UpdateMatrices();
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mLight.UpdateSplits(mDebugCamera);
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mLight.UpdateSplits(mDebugCamera);
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@ -942,8 +948,16 @@ void Renderer::DebugDrawShadowCascades() {
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* mDebugCamera.mProjectionMatrix;
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* mDebugCamera.mProjectionMatrix;
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mDebugCamera.UpdateMatrices();
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mDebugCamera.UpdateMatrices();
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for (int i = 0; i < cNumSplits; ++i) {
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const ShadowSplitInfo& split = mLight.mSplits[i];
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const BBox& bbox_light = split.mBoundsLight;
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const BBox& bbox_world = split.mBoundsWorld;
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// Draw view split frustum
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{
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Matrix44f model_view_projection =
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Matrix44f model_view_projection =
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view_frustum.inverse()
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split.mViewFrustum.inverse()
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// * light_matrix_inv
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// * light_matrix_inv
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* mCamera.mViewMatrix
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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* mCamera.mProjectionMatrix;
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@ -951,11 +965,8 @@ void Renderer::DebugDrawShadowCascades() {
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetMat44("uModelViewProj", model_view_projection);
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mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
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mSimpleProgram.SetVec4("uColor", Vector4f (1.0f, 0.0f, 1.0f, 1.0f));
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gUnitCubeLines.Draw(GL_LINES);
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gUnitCubeLines.Draw(GL_LINES);
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}
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for (int i = 0; i < cNumSplits; ++i) {
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const ShadowSplitInfo& split = mLight.mSplits[i];
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const BBox& bbox_light = split.mBoundsLight;
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const BBox& bbox_world = split.mBoundsWorld;
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// Draw bounding boxes in world space
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// Draw bounding boxes in world space
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{
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{
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@ -1134,7 +1145,15 @@ void Renderer::DrawGui() {
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if (ImGui::BeginDock("Render Settings")) {
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if (ImGui::BeginDock("Render Settings")) {
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ImGui::Text("Camera");
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ImGui::Text("Camera");
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ImGui::RadioButton("Main", &sRendererSettings.ActiveCameraDebugUi, 0); ImGui::SameLine();
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ImGui::RadioButton("Debug1", &sRendererSettings.ActiveCameraDebugUi, 1);
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if (sRendererSettings.ActiveCameraDebugUi == 0) {
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mCamera.DrawGui();
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mCamera.DrawGui();
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} else {
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mDebugCamera.DrawGui();
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}
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ImGui::Checkbox("Enable Deferred", &mUseDeferred);
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ImGui::Checkbox("Enable Deferred", &mUseDeferred);
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ImGui::Checkbox("Enable SSAO", &mIsSSAOEnabled);
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ImGui::Checkbox("Enable SSAO", &mIsSSAOEnabled);
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@ -17,6 +17,7 @@
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struct ShadowSplitInfo {
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struct ShadowSplitInfo {
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BBox mBoundsLight;
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BBox mBoundsLight;
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BBox mBoundsWorld;
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BBox mBoundsWorld;
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Matrix44f mViewFrustum;
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Matrix44f mFrustum;
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Matrix44f mFrustum;
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RenderTarget mShadowMapTarget;
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RenderTarget mShadowMapTarget;
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Camera mCamera;
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Camera mCamera;
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@ -42,10 +42,11 @@ void Camera::DrawGui() {
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ImGui::SliderFloat3("EyeS", mEye.data(), -10.0f, 10.0f);
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ImGui::SliderFloat3("EyeS", mEye.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Poi", mPoi.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Poi", mPoi.data(), -10.0f, 10.0f);
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ImGui::SliderFloat3("PoiS", mPoi.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Up", mUp.data(), -10.0f, 10.0f);
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ImGui::InputFloat3("Up", mUp.data(), -10.0f, 10.0f);
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ImGui::Checkbox("Orthographic", &mIsOrthographic);
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ImGui::Checkbox("Orthographic", &mIsOrthographic);
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ImGui::SliderFloat("Fov", &mFov, 5, 160);
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ImGui::SliderFloat("Fov", &mFov, 5, 160);
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ImGui::SliderFloat("Near", &mNear, -10, 10);
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ImGui::SliderFloat("Near", &mNear, 0.001, 10);
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ImGui::SliderFloat("Far", &mFar, -20, 50);
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ImGui::SliderFloat("Far", &mFar, -20, 50);
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if (ImGui::Button("Reset")) {
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if (ImGui::Button("Reset")) {
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*this = Camera();
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*this = Camera();
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