From 0edc8fc77d054d4e818a2bc60d7b20a132ae25f4 Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Sun, 5 Feb 2023 00:40:33 +0000 Subject: [PATCH] Don't use FFP-friendly texture image units for shadow maps This more-or-less gets rid of the shadow system's only depencency on FFP stuff. All that remains is it using OSG cameras, which OSG provides a uniform-based implementation of, too, which we can trivially migrate to. This should mean we're not eating any of the ~8 FPP-friendly texture units, which is good as Morrowind models can use all of those on their (although they very rarely do), and instead use some of the ~160 shader-only texture image units. This just requires not calling glEnable(GL_TEXTURE_2D), accomplished by changing setTextureAttributeAndModes to setTextureAttribute. Also changes from using glTexGen and its eye plane matrices to pass the shadow space matrix for each light to explicit uniforms. Thankfully, the maths was a simple combination of the valid region matrix and eye plane matrix maths. As of this commit, I believe this kills shadows in one eye for stereo rendering. --- components/sceneutil/mwshadowtechnique.cpp | 83 ++++++++-------------- components/sceneutil/mwshadowtechnique.hpp | 5 -- components/sceneutil/shadow.cpp | 2 +- files/shaders/shadows_vertex.glsl | 14 ++-- 4 files changed, 35 insertions(+), 69 deletions(-) diff --git a/components/sceneutil/mwshadowtechnique.cpp b/components/sceneutil/mwshadowtechnique.cpp index d9a3c9270a..6b12af0e78 100644 --- a/components/sceneutil/mwshadowtechnique.cpp +++ b/components/sceneutil/mwshadowtechnique.cpp @@ -537,9 +537,6 @@ MWShadowTechnique::ShadowData::ShadowData(MWShadowTechnique::ViewDependentData* bool debug = settings->getDebugDraw(); - // set up texgen - _texgen = new osg::TexGen; - // set up the texture _texture = new osg::Texture2D; @@ -994,8 +991,6 @@ void SceneUtil::MWShadowTechnique::copyShadowMap(osgUtil::CullVisitor& cv, ViewD sdl.push_back(lhs_sd); } - assignTexGenSettings(cv, lhs); - if (lhs->_numValidShadows > 0) { prepareStateSetForRenderingShadow(*lhs, cv.getTraversalNumber()); @@ -1007,13 +1002,6 @@ void SceneUtil::MWShadowTechnique::setCustomFrustumCallback(CustomFrustumCallbac _customFrustumCallback = cfc; } -void SceneUtil::MWShadowTechnique::assignTexGenSettings(osgUtil::CullVisitor& cv, ViewDependentData* vdd) -{ - for (const auto& sd : vdd->getShadowDataList()) - { - assignTexGenSettings(&cv, sd->_camera, sd->_textureUnit, sd->_texgen); - } -} void MWShadowTechnique::update(osg::NodeVisitor& nv) { @@ -1035,7 +1023,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv) int endUnit = baseUnit + settings->getNumShadowMapsPerLight(); for (int i = baseUnit; i < endUnit; ++i) { - dummyState->setTextureAttributeAndModes(i, _fallbackShadowMapTexture, osg::StateAttribute::ON); + dummyState->setTextureAttribute(i, _fallbackShadowMapTexture, osg::StateAttribute::ON); dummyState->addUniform(new osg::Uniform(("shadowTexture" + std::to_string(i - baseUnit)).c_str(), i)); dummyState->addUniform(new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseUnit)).c_str(), i)); } @@ -1548,7 +1536,30 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv) // 4.4 compute main scene graph TexGen + uniform settings + setup state // - assignTexGenSettings(&cv, camera.get(), textureUnit, sd->_texgen.get()); + { + osg::Matrix shadowSpaceMatrix = cv.getCurrentCamera()->getInverseViewMatrix() * + camera->getViewMatrix() * + camera->getProjectionMatrix() * + osg::Matrix::translate(1.0,1.0,1.0) * + osg::Matrix::scale(0.5,0.5,0.5); + + std::string shadowSpaceUniformName = "shadowSpaceMatrix" + std::to_string(sm_i); + osg::ref_ptr shadowSpaceUniform; + + for (const auto & uniform : _uniforms[cv.getTraversalNumber() % 2]) + { + if (uniform->getName() == shadowSpaceUniformName) + shadowSpaceUniform = uniform; + } + + if (!shadowSpaceUniform) + { + shadowSpaceUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, shadowSpaceUniformName); + _uniforms[cv.getTraversalNumber() % 2].push_back(shadowSpaceUniform); + } + + shadowSpaceUniform->set(shadowSpaceMatrix); + } // mark the light as one that has active shadows and requires shaders pl.textureUnits.push_back(textureUnit); @@ -1556,14 +1567,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv) // pass on shadow data to ShadowDataList sd->_textureUnit = textureUnit; - if (textureUnit >= 8) - { - OSG_NOTICE<<"Shadow texture unit is invalid for texgen, will not be used."<setAttributeAndModes(_castingPrograms[GL_ALWAYS - GL_NEVER], osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); // The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied - _shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON); + _shadowCastingStateSet->setTextureAttribute(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON); _shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true)); _shadowCastingStateSet->addUniform(new osg::Uniform("alphaTestShadows", false)); osg::ref_ptr depth = new osg::Depth; @@ -3081,28 +3085,6 @@ bool MWShadowTechnique::adjustPerspectiveShadowMapCameraSettings(osgUtil::Render return true; } -bool MWShadowTechnique::assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen) -{ - OSG_INFO<<"assignTexGenSettings() textureUnit="<setTextureAttributeAndModes(sd._textureUnit, sd._texture.get(), shadowMapModeValue); - - stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON); - stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON); - stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON); - stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON); + stateset->setTextureAttribute(sd._textureUnit, sd._texture.get(), shadowMapModeValue); } return stateset; @@ -3304,7 +3281,7 @@ void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr t addAnotherShadowMap(); osg::ref_ptr stateSet = new osg::StateSet(); - stateSet->setTextureAttributeAndModes(sDebugTextureUnit, texture, osg::StateAttribute::ON); + stateSet->setTextureAttribute(sDebugTextureUnit, texture, osg::StateAttribute::ON); auto frustumUniform = mFrustumUniforms[cv.getTraversalNumber() % 2][shadowMapNumber]; frustumUniform->set(matrix); @@ -3317,8 +3294,6 @@ void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr t mDebugCameras[shadowMapNumber]->accept(cv); cv.popStateSet(); cv.setTraversalMask(traversalMask); - - // cv.getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE); } void SceneUtil::MWShadowTechnique::DebugHUD::releaseGLObjects(osg::State* state) const diff --git a/components/sceneutil/mwshadowtechnique.hpp b/components/sceneutil/mwshadowtechnique.hpp index 36cf83c68a..8b39818e2e 100644 --- a/components/sceneutil/mwshadowtechnique.hpp +++ b/components/sceneutil/mwshadowtechnique.hpp @@ -193,7 +193,6 @@ namespace SceneUtil { unsigned int _textureUnit; osg::ref_ptr _texture; - osg::ref_ptr _texgen; osg::ref_ptr _camera; }; @@ -241,8 +240,6 @@ namespace SceneUtil { void setCustomFrustumCallback(CustomFrustumCallback* cfc); - void assignTexGenSettings(osgUtil::CullVisitor& cv, ViewDependentData* vdd); - virtual void createShaders(); virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const; @@ -255,8 +252,6 @@ namespace SceneUtil { virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera, double viewNear, double viewFar); - virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen); - virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const; virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const; diff --git a/components/sceneutil/shadow.cpp b/components/sceneutil/shadow.cpp index 702159c3f9..44c0d3d27a 100644 --- a/components/sceneutil/shadow.cpp +++ b/components/sceneutil/shadow.cpp @@ -32,7 +32,7 @@ namespace SceneUtil = std::clamp(Settings::Manager::getInt("number of shadow maps", "Shadows"), 1, 8); mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight); - mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight); + mShadowSettings->setBaseShadowTextureUnit(osg::GLExtensions::Get(0, false)->glMaxTextureUnits - numberOfShadowMapsPerLight); const float maximumShadowMapDistance = Settings::Manager::getFloat("maximum shadow map distance", "Shadows"); if (maximumShadowMapDistance > 0) diff --git a/files/shaders/shadows_vertex.glsl b/files/shaders/shadows_vertex.glsl index f96e1a6735..08daf620bf 100644 --- a/files/shaders/shadows_vertex.glsl +++ b/files/shaders/shadows_vertex.glsl @@ -2,6 +2,7 @@ #if SHADOWS @foreach shadow_texture_unit_index @shadow_texture_unit_list + uniform mat4 shadowSpaceMatrix@shadow_texture_unit_index; uniform int shadowTextureUnit@shadow_texture_unit_index; varying vec4 shadowSpaceCoords@shadow_texture_unit_index; @@ -19,33 +20,28 @@ void setupShadowCoords(vec4 viewPos, vec3 viewNormal) { #if SHADOWS // This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner. - mat4 eyePlaneMat; vec4 shadowOffset; @foreach shadow_texture_unit_index @shadow_texture_unit_list - eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]); - #if @perspectiveShadowMaps shadowRegionCoords@shadow_texture_unit_index = validRegionMatrix@shadow_texture_unit_index * viewPos; #endif - + #if @disableNormalOffsetShadows - shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat; + shadowSpaceCoords@shadow_texture_unit_index = shadowSpaceMatrix@shadow_texture_unit_index * viewPos; #else shadowOffset = vec4(viewNormal * @shadowNormalOffset, 0.0); if (onlyNormalOffsetUV) { - shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat; - vec4 lightSpaceXY = viewPos + shadowOffset; - lightSpaceXY = lightSpaceXY * eyePlaneMat; + lightSpaceXY = shadowSpaceMatrix@shadow_texture_unit_index * lightSpaceXY; shadowSpaceCoords@shadow_texture_unit_index.xy = lightSpaceXY.xy; } else { vec4 offsetViewPosition = viewPos + shadowOffset; - shadowSpaceCoords@shadow_texture_unit_index = offsetViewPosition * eyePlaneMat; + shadowSpaceCoords@shadow_texture_unit_index = shadowSpaceMatrix@shadow_texture_unit_index * offsetViewPosition; } #endif @endforeach