mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 07:12:40 +02:00
Switched shadow maps to sampler2DArrayShadow to try to fix on Mac
This commit is contained in:
parent
a5919ee3fa
commit
de831ffea9
15 changed files with 101 additions and 26 deletions
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@ -203,10 +203,11 @@ void GLBackend::releaseResourceTexture(uint32_t slot) {
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}
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void GLBackend::resetResourceStage() {
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for (uint32_t i = 0; i < _resource._buffers.size(); i++) {
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uint32_t i;
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for (i = 0; i < _resource._buffers.size(); i++) {
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releaseResourceBuffer(i);
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}
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for (uint32_t i = 0; i < _resource._textures.size(); i++) {
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for (i = 0; i < _resource._textures.size(); i++) {
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releaseResourceTexture(i);
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}
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}
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@ -59,7 +59,11 @@ const size_t GLVariableAllocationSupport::MAX_BUFFER_SIZE = MAX_TRANSFER_SIZE;
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GLenum GLTexture::getGLTextureType(const Texture& texture) {
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switch (texture.getType()) {
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case Texture::TEX_2D:
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return GL_TEXTURE_2D;
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if (!texture.isArray()) {
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return GL_TEXTURE_2D;
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} else {
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return GL_TEXTURE_2D_ARRAY;
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}
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break;
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case Texture::TEX_CUBE:
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@ -77,6 +81,7 @@ GLenum GLTexture::getGLTextureType(const Texture& texture) {
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uint8_t GLTexture::getFaceCount(GLenum target) {
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switch (target) {
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case GL_TEXTURE_2D:
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case GL_TEXTURE_2D_ARRAY:
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return TEXTURE_2D_NUM_FACES;
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case GL_TEXTURE_CUBE_MAP:
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return TEXTURE_CUBE_NUM_FACES;
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@ -86,17 +91,22 @@ uint8_t GLTexture::getFaceCount(GLenum target) {
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}
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}
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const std::vector<GLenum>& GLTexture::getFaceTargets(GLenum target) {
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static std::vector<GLenum> cubeFaceTargets {
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static const std::vector<GLenum> cubeFaceTargets {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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static std::vector<GLenum> faceTargets {
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static const std::vector<GLenum> faceTargets {
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GL_TEXTURE_2D
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};
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static const std::vector<GLenum> arrayFaceTargets{
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GL_TEXTURE_2D_ARRAY
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};
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switch (target) {
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case GL_TEXTURE_2D:
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return faceTargets;
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case GL_TEXTURE_2D_ARRAY:
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return arrayFaceTargets;
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case GL_TEXTURE_CUBE_MAP:
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return cubeFaceTargets;
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default:
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@ -64,7 +64,12 @@ public:
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}
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if (gltexture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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if (gltexture->_target == GL_TEXTURE_2D) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
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} else {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, colorAttachments[unit], gltexture->_texture, 0,
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b._subresource);
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}
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_colorBuffers.push_back(colorAttachments[unit]);
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, 0, 0);
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@ -91,7 +96,12 @@ public:
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}
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if (gltexture) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, gltexture->_texture, 0);
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if (gltexture->_target == GL_TEXTURE_2D) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, gltexture->_texture, 0);
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} else {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachement, gltexture->_texture, 0,
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_gpuObject.getDepthStencilBufferSubresource());
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}
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, attachement, GL_TEXTURE_2D, 0, 0);
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}
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@ -215,12 +215,19 @@ GL41FixedAllocationTexture::~GL41FixedAllocationTexture() {
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void GL41FixedAllocationTexture::allocateStorage() const {
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const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
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const auto numMips = _gpuObject.getNumMips();
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const auto numSlices = _gpuObject.getNumSlices();
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// glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
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for (GLint level = 0; level < numMips; level++) {
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Vec3u dimensions = _gpuObject.evalMipDimensions(level);
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for (GLenum target : getFaceTargets(_target)) {
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glTexImage2D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format, texelFormat.type, nullptr);
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if (!_gpuObject.isArray()) {
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glTexImage2D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format,
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texelFormat.type, nullptr);
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} else {
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glTexImage3D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, numSlices, 0,
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texelFormat.format, texelFormat.type, nullptr);
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}
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}
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}
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@ -60,7 +60,11 @@ public:
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}
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if (gltexture) {
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glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
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if (gltexture->_target == GL_TEXTURE_2D) {
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glNamedFramebufferTexture(_id, colorAttachments[unit], gltexture->_texture, 0);
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} else {
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glNamedFramebufferTextureLayer(_id, colorAttachments[unit], gltexture->_texture, 0, b._subresource);
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}
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_colorBuffers.push_back(colorAttachments[unit]);
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} else {
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glNamedFramebufferTexture(_id, colorAttachments[unit], 0, 0);
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@ -87,14 +91,18 @@ public:
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}
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if (gltexture) {
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glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
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if (gltexture->_target == GL_TEXTURE_2D) {
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glNamedFramebufferTexture(_id, attachement, gltexture->_texture, 0);
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} else {
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glNamedFramebufferTextureLayer(_id, attachement, gltexture->_texture, 0,
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_gpuObject.getDepthStencilBufferSubresource());
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}
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} else {
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glNamedFramebufferTexture(_id, attachement, 0, 0);
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}
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_depthStamp = _gpuObject.getDepthStamp();
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}
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// Last but not least, define where we draw
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if (!_colorBuffers.empty()) {
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glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data());
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@ -374,8 +374,13 @@ void GL45FixedAllocationTexture::allocateStorage() const {
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const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
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const auto dimensions = _gpuObject.getDimensions();
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const auto mips = _gpuObject.getNumMips();
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const auto numSlices = _gpuObject.getNumSlices();
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glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
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if (!_gpuObject.isArray()) {
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glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
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} else {
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glTextureStorage3D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y, numSlices);
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}
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glTextureParameteri(_id, GL_TEXTURE_BASE_LEVEL, 0);
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glTextureParameteri(_id, GL_TEXTURE_MAX_LEVEL, mips - 1);
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@ -184,6 +184,10 @@ TexturePointer Texture::createRenderBuffer(const Element& texelFormat, uint16 wi
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return create(TextureUsageType::RENDERBUFFER, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
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}
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TexturePointer Texture::createRenderBufferArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips, const Sampler& sampler) {
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return create(TextureUsageType::RENDERBUFFER, TEX_2D, texelFormat, width, height, 1, 1, numSlices, numMips, sampler);
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}
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TexturePointer Texture::create1D(const Element& texelFormat, uint16 width, uint16 numMips, const Sampler& sampler) {
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return create(TextureUsageType::RESOURCE, TEX_1D, texelFormat, width, 1, 1, 1, 0, numMips, sampler);
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}
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@ -192,6 +196,10 @@ TexturePointer Texture::create2D(const Element& texelFormat, uint16 width, uint1
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return create(TextureUsageType::RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
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}
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TexturePointer Texture::create2DArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips, const Sampler& sampler) {
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return create(TextureUsageType::STRICT_RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, numSlices, numMips, sampler);
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}
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TexturePointer Texture::createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips, const Sampler& sampler) {
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return create(TextureUsageType::STRICT_RESOURCE, TEX_2D, texelFormat, width, height, 1, 1, 0, numMips, sampler);
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}
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@ -374,9 +374,11 @@ public:
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static const uint16 SINGLE_MIP = 1;
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static TexturePointer create1D(const Element& texelFormat, uint16 width, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer create2D(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer create2DArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer createCube(const Element& texelFormat, uint16 width, uint16 numMips = 1, const Sampler& sampler = Sampler());
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static TexturePointer createRenderBuffer(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer createRenderBufferArray(const Element& texelFormat, uint16 width, uint16 height, uint16 numSlices, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer createStrict(const Element& texelFormat, uint16 width, uint16 height, uint16 numMips = SINGLE_MIP, const Sampler& sampler = Sampler());
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static TexturePointer createExternal(const ExternalRecycler& recycler, const Sampler& sampler = Sampler());
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@ -515,7 +515,7 @@ TexturePointer Texture::build(const ktx::KTXDescriptor& descriptor) {
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header.getPixelHeight(),
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header.getPixelDepth(),
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1, // num Samples
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header.getNumberOfSlices(),
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header.isArray() ? header.getNumberOfSlices() : 0,
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header.getNumberOfLevels(),
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samplerDesc);
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texture->setUsage(gpuktxKeyValue._usage);
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@ -163,6 +163,7 @@ namespace ktx {
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uint32_t getPixelDepth() const { return (pixelDepth ? pixelDepth : 1); }
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uint32_t getNumberOfSlices() const { return (numberOfArrayElements ? numberOfArrayElements : 1); }
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uint32_t getNumberOfLevels() const { return (numberOfMipmapLevels ? numberOfMipmapLevels : 1); }
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bool isArray() const { return numberOfArrayElements > 0; }
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bool isCompressed() const { return glFormat == COMPRESSED_FORMAT; }
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uint32_t evalMaxDimension() const;
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@ -140,11 +140,12 @@ static const std::string DEFAULT_LIGHTING_SHADER {
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};
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static const std::string DEFAULT_SHADOW_SHADER{
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"uniform sampler2DShadow shadowMap;"
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"uniform sampler2DArrayShadow shadowMaps;"
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"uniform int shadowCascadeIndex;"
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"vec4 getFragmentColor() {"
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" for (int i = 255; i >= 0; --i) {"
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" float depth = i / 255.0;"
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" if (texture(shadowMap, vec3(uv, depth)) > 0.5) {"
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" if (texture(shadowMaps, vec4(uv, shadowCascadeIndex, depth)) > 0.5) {"
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" return vec4(vec3(depth), 1.0);"
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" }"
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" }"
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@ -403,7 +404,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
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slotBindings.insert(gpu::Shader::Binding("depthMap", Depth));
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slotBindings.insert(gpu::Shader::Binding("obscuranceMap", AmbientOcclusion));
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slotBindings.insert(gpu::Shader::Binding("lightingMap", Lighting));
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slotBindings.insert(gpu::Shader::Binding("shadowMap", Shadow));
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slotBindings.insert(gpu::Shader::Binding("shadowMaps", Shadow));
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slotBindings.insert(gpu::Shader::Binding("linearDepthMap", LinearDepth));
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slotBindings.insert(gpu::Shader::Binding("halfLinearDepthMap", HalfLinearDepth));
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slotBindings.insert(gpu::Shader::Binding("halfNormalMap", HalfNormal));
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@ -490,7 +491,11 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
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const auto& globalShadow = lightAndShadow.second;
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if (globalShadow) {
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const auto cascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)globalShadow->getCascadeCount() - 1);
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batch.setResourceTexture(Shadow, globalShadow->getCascade(cascadeIndex).map);
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const auto cascadeIndexLocation = pipeline->getProgram()->getUniforms().findLocation("shadowCascadeIndex");
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batch.setResourceTexture(Shadow, globalShadow->map);
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if (cascadeIndexLocation >= 0) {
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batch._glUniform1i(cascadeIndexLocation, cascadeIndex);
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}
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batch.setUniformBuffer(ShadowTransform, globalShadow->getBuffer());
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batch.setUniformBuffer(DeferredFrameTransform, frameTransform->getFrameTransformBuffer());
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}
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@ -68,7 +68,7 @@ enum DeferredShader_MapSlot {
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SCATTERING_SPECULAR_UNIT = 9,
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SKYBOX_MAP_UNIT = render::ShapePipeline::Slot::LIGHT_AMBIENT_MAP, // unit = 10
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SHADOW_MAP_UNIT = 11,
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nextAvailableUnit = SHADOW_MAP_UNIT + SHADOW_CASCADE_MAX_COUNT
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nextAvailableUnit = SHADOW_MAP_UNIT
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};
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enum DeferredShader_BufferSlot {
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DEFERRED_FRAME_TRANSFORM_BUFFER_SLOT = 0,
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@ -534,9 +534,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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// Bind the shadow buffers
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if (globalShadow) {
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for (unsigned int i = 0; i < globalShadow->getCascadeCount(); i++) {
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batch.setResourceTexture(SHADOW_MAP_UNIT+i, globalShadow->getCascade(i).map);
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}
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batch.setResourceTexture(SHADOW_MAP_UNIT, globalShadow->map);
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}
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auto program = deferredLightingEffect->_directionalSkyboxLight;
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@ -74,8 +74,6 @@ LightStage::Shadow::Cascade::Cascade() :
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_frustum{ std::make_shared<ViewFrustum>() },
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_minDistance{ 0.0f },
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_maxDistance{ 20.0f } {
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framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(MAP_SIZE));
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map = framebuffer->getDepthStencilBuffer();
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}
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const glm::mat4& LightStage::Shadow::Cascade::getView() const {
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@ -127,8 +125,29 @@ LightStage::Shadow::Shadow(graphics::LightPointer light, float maxDistance, unsi
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Schema schema;
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schema.cascadeCount = cascadeCount;
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_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
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// Create shadow cascade texture array
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); // Depth32 texel format
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map = gpu::TexturePointer(gpu::Texture::createRenderBufferArray(depthFormat, MAP_SIZE, MAP_SIZE, cascadeCount));
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gpu::Sampler::Desc samplerDesc;
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samplerDesc._borderColor = glm::vec4(1.0f);
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samplerDesc._wrapModeU = gpu::Sampler::WRAP_BORDER;
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samplerDesc._wrapModeV = gpu::Sampler::WRAP_BORDER;
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samplerDesc._filter = gpu::Sampler::FILTER_MIN_MAG_LINEAR;
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samplerDesc._comparisonFunc = gpu::LESS;
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map->setSampler(gpu::Sampler(samplerDesc));
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_cascades.resize(cascadeCount);
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for (uint cascadeIndex=0; cascadeIndex < cascadeCount; cascadeIndex++) {
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auto& cascade = _cascades[cascadeIndex];
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std::string name = "Shadowmap Cascade ";
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name += '0' + cascadeIndex;
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cascade.framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
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cascade.framebuffer->setDepthBuffer(map, depthFormat, cascadeIndex);
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}
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setMaxDistance(maxDistance);
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}
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@ -53,7 +53,6 @@ public:
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Cascade();
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gpu::FramebufferPointer framebuffer;
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gpu::TexturePointer map;
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const std::shared_ptr<ViewFrustum>& getFrustum() const { return _frustum; }
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@ -93,6 +92,8 @@ public:
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const graphics::LightPointer& getLight() const { return _light; }
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gpu::TexturePointer map;
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protected:
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#include "Shadows_shared.slh"
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@ -17,11 +17,11 @@
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#define SHADOW_SCREEN_SPACE_DITHER 1
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// the shadow texture
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uniform sampler2DShadow shadowMaps[SHADOW_CASCADE_MAX_COUNT];
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uniform sampler2DArrayShadow shadowMaps;
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// Sample the shadowMap with PCF (built-in)
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float fetchShadow(int cascadeIndex, vec3 shadowTexcoord) {
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return texture(shadowMaps[cascadeIndex], shadowTexcoord);
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return texture(shadowMaps, vec4(shadowTexcoord.xy, cascadeIndex, shadowTexcoord.z));
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}
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vec2 PCFkernel[4] = vec2[4](
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