Esempio n. 1
0
/** Update shadowSplit values and make Cascade Bounding Box pointer valid.
* The function aunches two compute kernel that generates an histogram of the depth buffer value (between 0 and 250 with increment of 0.25)
* and get an axis aligned bounding box (from SunCamMatrix view) containing all depth buffer value.
* It also retrieves the result from the previous computations (in a Round Robin fashion) and update CBB pointer.
* \param width of the depth buffer
* \param height of the depth buffer
* TODO : The depth histogram part is commented out, needs to tweak it when I have some motivation
*/
void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, size_t height)
{
    // Value that should be kept between multiple calls
    static bool ssboInit = false;
    static GLuint CBBssbo, tempShadowMatssbo;
    CascadeBoundingBox InitialCBB[4];

    for (unsigned i = 0; i < 4; i++)
    {
        InitialCBB[i].xmin = InitialCBB[i].ymin = InitialCBB[i].zmin = 1000;
        InitialCBB[i].xmax = InitialCBB[i].ymax = InitialCBB[i].zmax = -1000;
    }

    if (!ssboInit)
    {
        glGenBuffers(1, &CBBssbo);
        glGenBuffers(1, &tempShadowMatssbo);
        ssboInit = true;
    }

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, CBBssbo);
    glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), InitialCBB, GL_STATIC_DRAW);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, CBBssbo);

    glUseProgram(FullScreenShader::LightspaceBoundingBoxShader::getInstance()->Program);
    FullScreenShader::LightspaceBoundingBoxShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
    FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4]);
    glDispatchCompute((int)width / 64, (int)height / 64, 1);

    glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, tempShadowMatssbo);
    glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 16 * sizeof(float), 0, GL_STATIC_COPY);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, tempShadowMatssbo);

    glUseProgram(FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->Program);
    FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->setUniforms(m_suncam->getViewMatrix());
    glDispatchCompute(4, 1, 1);

    glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
    glBindBuffer(GL_COPY_READ_BUFFER, tempShadowMatssbo);
    glBindBuffer(GL_COPY_WRITE_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
    glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 80 * sizeof(float), 4 * 16 * sizeof(float));
}
Esempio n. 2
0
/** Update shadowSplit values and make Cascade Bounding Box pointer valid.
* The function aunches two compute kernel that generates an histogram of the depth buffer value (between 0 and 250 with increment of 0.25)
* and get an axis aligned bounding box (from SunCamMatrix view) containing all depth buffer value.
* It also retrieves the result from the previous computations (in a Round Robin fashion) and update CBB pointer.
* \param width of the depth buffer
* \param height of the depth buffer
* TODO : The depth histogram part is commented out, needs to tweak it when I have some motivation
*/
void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, size_t height)
{
    // Value that should be kept between multiple calls
    static GLuint ssbo[2];
    static Histogram *Hist[2];
    static GLsync LightcoordBBFence = 0;
    static size_t currentHist = 0;
    static GLuint ssboSplit[2];
    static float tmpshadowSplit[5] = { 1., 5., 20., 50., 150. };

    if (!LightcoordBBFence)
    {
        glGenBuffers(2, ssbo);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[0]);
        glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        CBB[0] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[1]);
        glBufferStorage(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        CBB[1] = (CascadeBoundingBox *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(CascadeBoundingBox), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);

/*        glGenBuffers(2, ssboSplit);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[0]);
        glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        Hist[0] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssboSplit[1]);
        glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(Histogram), 0, GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
        Hist[1] = (Histogram *)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(Histogram), GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);*/
    }

    // Use bounding boxes from last frame
    if (LightcoordBBFence)
    {
        while (glClientWaitSync(LightcoordBBFence, GL_SYNC_FLUSH_COMMANDS_BIT, 0) != GL_ALREADY_SIGNALED);
        glDeleteSync(LightcoordBBFence);
    }

/*    {
        memcpy(shadowSplit, tmpshadowSplit, 5 * sizeof(float));
        unsigned numpix = Hist[currentHist]->count;
        unsigned split = 0;
        unsigned i;
        for (i = 0; i < 1022; i++)
        {
            split += Hist[currentHist]->bin[i];
            if (split > numpix / 2)
                break;
        }
        tmpshadowSplit[1] = (float)++i / 4.;

        for (; i < 1023; i++)
        {
            split += Hist[currentHist]->bin[i];
            if (split > 3 * numpix / 4)
                break;
        }
        tmpshadowSplit[2] = (float)++i / 4.;

        for (; i < 1024; i++)
        {
            split += Hist[currentHist]->bin[i];
            if (split > 7 * numpix / 8)
                break;
        }
        tmpshadowSplit[3] = (float)++i / 4.;

        for (; i < 1024; i++)
        {
            split += Hist[currentHist]->bin[i];
        }

        tmpshadowSplit[0] = (float)(Hist[currentHist]->bin[1024] - 1) / 4.;
        tmpshadowSplit[4] = (float)(Hist[currentHist]->bin[1025] + 1) / 4.;
                printf("numpix is %d\n", numpix);
        printf("total : %d\n", split);
        printf("split 0 : %f\n", tmpshadowSplit[1]);
        printf("split 1 : %f\n", tmpshadowSplit[2]);
        printf("split 2 : %f\n", tmpshadowSplit[3]);
        printf("min %f max %f\n", tmpshadowSplit[0], tmpshadowSplit[4]);
        currentHist = (currentHist + 1) % 2;
    }*/

    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, ssbo[currentCBB]);
//    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ssboSplit[currentHist]);
    for (unsigned i = 0; i < 4; i++)
    {
        CBB[currentCBB][i].xmin = CBB[currentCBB][i].ymin = CBB[currentCBB][i].zmin = 1000;
        CBB[currentCBB][i].xmax = CBB[currentCBB][i].ymax = CBB[currentCBB][i].zmax = -1000;
    }
//    memset(Hist[currentHist], 0, sizeof(Histogram));
//    Hist[currentHist]->mindepth = 3000;
    glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
    glUseProgram(FullScreenShader::LightspaceBoundingBoxShader::getInstance()->Program);
    FullScreenShader::LightspaceBoundingBoxShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
    FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), tmpshadowSplit[1], tmpshadowSplit[2], tmpshadowSplit[3], tmpshadowSplit[4]);
    glDispatchCompute((int)width / 64, (int)height / 64, 1);

/*    glUseProgram(FullScreenShader::DepthHistogramShader::getInstance()->Program);
    FullScreenShader::DepthHistogramShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
    FullScreenShader::DepthHistogramShader::getInstance()->setUniforms();
    glDispatchCompute((int)width / 32, (int)height / 32, 1);*/

    glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
    LightcoordBBFence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

    currentCBB = (currentCBB + 1) % 2;

}