2025-10-16 21:10:06 +03:00

206 lines
6.9 KiB
C++

#include "Shadows.hpp"
#include <GL/glew.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include <glm/gtc/constants.hpp>
#include "glm/gtc/matrix_transform.hpp"
#include "assets/Assets.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/commons.hpp"
#include "world/Level.hpp"
#include "world/Weather.hpp"
#include "world/World.hpp"
using namespace advanced_pipeline;
inline constexpr int MIN_SHADOW_MAP_RES = 512;
inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
class ShadowMap {
public:
ShadowMap(int resolution) : resolution(resolution) {
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE
);
float border[4] {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0
);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
~ShadowMap() {
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthMap);
}
void bind(){
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_DEPTH_BUFFER_BIT);
}
void unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
uint getDepthMap() const {
return depthMap;
}
int getResolution() const {
return resolution;
}
private:
uint fbo;
uint depthMap;
int resolution;
};
Shadows::Shadows(const Level& level) : level(level) {}
Shadows::~Shadows() = default;
void Shadows::setQuality(int quality) {
int resolution = MIN_SHADOW_MAP_RES << quality;
if (quality > 0 && !shadows) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
shadows = true;
} else if (quality == 0 && shadows) {
shadowMap.reset();
wideShadowMap.reset();
shadows = false;
}
if (shadows && shadowMap->getResolution() != resolution) {
shadowMap = std::make_unique<ShadowMap>(resolution);
wideShadowMap = std::make_unique<ShadowMap>(resolution);
}
this->quality = quality;
}
void Shadows::setup(Shader& shader, const Weather& weather) {
if (shadows) {
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
float shadowsOpacity = 1.0f - cloudsIntensity;
shadowsOpacity *= glm::sqrt(glm::abs(
glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f
));
shader.uniform1i("u_screen", 0);
shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
shader.uniform3f("u_sunDir", shadowCamera.front);
shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
shader.uniform1f("u_shadowsOpacity", shadowsOpacity); // TODO: make it configurable
shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
glActiveTexture(TEXTURE_MAIN);
}
}
void Shadows::refresh(const Camera& camera, const DrawContext& pctx, std::function<void(Camera&)> renderShadowPass) {
static int frameid = 0;
if (shadows) {
if (frameid % 2 == 0) {
generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f, renderShadowPass);
} else {
generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 3.0f, renderShadowPass);
}
}
frameid++;
}
void Shadows::generateShadowsMap(
const Camera& camera,
const DrawContext& pctx,
ShadowMap& shadowMap,
Camera& shadowCamera,
float scale,
std::function<void(Camera&)> renderShadowPass
) {
auto world = level.getWorld();
const auto& worldInfo = world->getInfo();
int resolution = shadowMap.getResolution();
float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale;
float shadowMapSize = resolution * shadowMapScale;
glm::vec3 basePos = glm::floor(camera.position / 4.0f) * 4.0f;
glm::vec3 prevPos = shadowCamera.position;
shadowCamera = Camera(
glm::distance2(prevPos, basePos) > 25.0f ? basePos : prevPos,
shadowMapSize
);
shadowCamera.near = 0.1f;
shadowCamera.far = 1000.0f;
shadowCamera.perspective = false;
shadowCamera.setAspectRatio(1.0f);
float t = worldInfo.daytime - 0.25f;
if (t < 0.0f) {
t += 1.0f;
}
t = fmod(t, 0.5f);
float sunCycleStep = 1.0f / 500.0f;
float sunAngle = glm::radians(
90.0f -
((static_cast<int>(t / sunCycleStep)) * sunCycleStep + 0.25f) * 360.0f
);
float sunAltitude = glm::pi<float>() * 0.25f;
shadowCamera.rotate(
-glm::cos(sunAngle + glm::pi<float>() * 0.5f) * sunAltitude,
sunAngle - glm::pi<float>() * 0.5f,
glm::radians(0.0f)
);
shadowCamera.position -= shadowCamera.front * 500.0f;
shadowCamera.position += shadowCamera.up * 0.0f;
shadowCamera.position += camera.front * 0.0f;
auto view = shadowCamera.getView();
auto currentPos = shadowCamera.position;
auto topRight = shadowCamera.right + shadowCamera.up;
auto min = view * glm::vec4(currentPos - topRight * shadowMapSize * 0.5f, 1.0f);
auto max = view * glm::vec4(currentPos + topRight * shadowMapSize * 0.5f, 1.0f);
shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
{
auto sctx = pctx.sub();
sctx.setDepthTest(true);
sctx.setCullFace(true);
sctx.setViewport({resolution, resolution});
shadowMap.bind();
if (renderShadowPass) {
renderShadowPass(shadowCamera);
}
shadowMap.unbind();
}
}