# ============================================================================ # shadow.ludic — cascaded shadow maps for the sun: four 2048^2 depth layers, # each an orthographic light frustum fitted to the bounding sphere of a slice # of the camera frustum and snapped to its own texel grid (no swimming). # ============================================================================ # the size of each cascade's depth layer; shadow_set_res changes it at run time var shadow_res: int = 2048 var shadow_refused: int = 0 # the last size the graphics card had no memory for (0: none) const SHADOW_CASCADES: int = 5 var sh_tex: int = 0 var sh_fbo: int = 0 var sh_vp: floats = null # 4 x 16 float bits var sh_split: floats = null # view-space far distance of each cascade var sh_range: floats = null # 4 light-frustum depth extents (metres) var sh_texel: floats = null # 4 shadow texel sizes (metres) var sh_tmp_proj: floats = null var sh_tmp_vp: floats = null var sh_tmp_inv: floats = null var sh_tmp_view: floats = null var sh_corner: floats = null var sh_cascade: int = 0 # the cascade being rendered (for casters that skip far ones) function shadow_init() -> void { shadow_make_tex() sh_fbo = gpu_fb_new() gpu_fb_bind(sh_fbo) gpu_fb_no_color() gpu_fb_bind(0) sh_vp = floats(16 * SHADOW_CASCADES) sh_split = floats(SHADOW_CASCADES) sh_range = floats(SHADOW_CASCADES) sh_texel = floats(SHADOW_CASCADES) # the fourth slice keeps a tree-sized texel out to a kilometre; only the massif uses the last sh_split[0] = 16.0; sh_split[1] = 60.0; sh_split[2] = 250.0; sh_split[3] = 1100.0; sh_split[4] = 6000.0 sh_tmp_proj = m4_new(); sh_tmp_vp = m4_new(); sh_tmp_inv = m4_new(); sh_tmp_view = m4_new() sh_corner = floats(3) } # A shadow resolution setting: 1024, 2048 or 4096 per cascade. The depth layers are made again at # the new size; the pass attaches a layer per cascade every frame, and the lighting reads the # texel size from the map itself, so nothing else has to follow. function shadow_set_res(r: int) -> void { if r < 256 or r == shadow_res { return } let was = shadow_res shadow_res = r if sh_tex == 0 { return } gpu_tex_free(sh_tex) shadow_make_tex() # not enough video memory for that size: go back to the one that worked, and smaller again if even # that is refused now, rather than ending with no shadow map at all if not gpu_tex_ok(sh_tex) { shadow_refused = r print(`r3d: shadows: no memory for {r} x {r} cascades; keeping {was}`) var size = was shadow_res = size gpu_tex_free(sh_tex) shadow_make_tex() while not gpu_tex_ok(sh_tex) and size > 512 { size = size / 2 shadow_res = size gpu_tex_free(sh_tex) shadow_make_tex() } } } function shadow_make_tex() -> void { sh_tex = gpu_tex_new() gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex) gpu_tex_image3d(GL_DEPTH_COMPONENT32F, shadow_res, shadow_res, SHADOW_CASCADES, GL_DEPTH_COMPONENT, GL_FLOAT, null) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL) let border = gl_floats(4) gl_put(border, 0, 1.0); gl_put(border, 1, 1.0); gl_put(border, 2, 1.0); gl_put(border, 3, 1.0) gpu_tex_border(GPU_TEX2D_ARRAY, border) free(border) } # light view-projection for the camera-frustum slice [near, far] function shadow_fit(c: int, near: float, far: float) -> void { # Fit the slice in VIEW space, not world space. The bounding sphere of a frustum # slice depends only on near/far/fov/aspect — never on where the camera is pointing — # so computing it here makes the radius a constant per cascade. Doing it in world # space (as this did) let the radius wobble as the camera turned, which changed the # texel size, which moved the grid the projection is snapped to, so the whole shadow # map resampled every frame: that is the crawl and flicker seen while moving. m4_perspective(sh_tmp_proj, cam_fov, cam_aspect, near, far) m4_inverse(sh_tmp_inv, sh_tmp_proj) # NDC -> view space let cview = v3_new(0.0, 0.0, 0.0) let corners = floats(24) for i in 0 .. 8 { var x = -1.0; var y = -1.0; var z = -1.0 if (i & 1) != 0 { x = 1.0 } if (i & 2) != 0 { y = 1.0 } if (i & 4) != 0 { z = 1.0 } let w = m4_xform_point(sh_corner, sh_tmp_inv, x, y, z) let iw = 1.0 / w corners[i * 3] = sh_corner[0] * iw; corners[i * 3 + 1] = sh_corner[1] * iw; corners[i * 3 + 2] = sh_corner[2] * iw cview[0] = cview[0] + corners[i * 3]; cview[1] = cview[1] + corners[i * 3 + 1]; cview[2] = cview[2] + corners[i * 3 + 2] } v3_scale(cview, cview, 1.0 / 8.0) var radius = 0.0 for i in 0 .. 8 { v3_set(sh_corner, corners[i * 3], corners[i * 3 + 1], corners[i * 3 + 2]) let d = v3_dist(sh_corner, cview) if d > radius { radius = d } } radius = radius * 1.05 # the slice centre back into world space m4_inverse(sh_tmp_vp, cam_view) let center = floats(3) m4_xform_point(center, sh_tmp_vp, cview[0], cview[1], cview[2]) free(cview) # light view: from far along the sun direction, looking at the centre let eye = floats(3) # casters up to ~900 m toward the sun (a mountain across the valley), and the # slice itself behind the centre: a tight depth range keeps the bias small let back = radius + 900.0 v3_madd(eye, center, sun_dir, back) let up = v3_new(0.0, 1.0, 0.0) m4_look_at(sh_tmp_view, eye, center, up) # snap the ortho window to the shadow texel grid let texel = radius * 2.0 / float(shadow_res) m4_xform_point(sh_corner, sh_tmp_view, center[0], center[1], center[2]) let ox = Math.floor(sh_corner[0] / texel) * texel - sh_corner[0] let oy = Math.floor(sh_corner[1] / texel) * texel - sh_corner[1] let nr = -radius let zfar = back + radius + 100.0 m4_ortho(sh_tmp_proj, nr + ox, radius + ox, nr + oy, radius + oy, 1.0, zfar) sh_range[c] = zfar - 1.0 sh_texel[c] = texel let out = floats(16) m4_mul(out, sh_tmp_proj, sh_tmp_view) for i in 0 .. 16 { sh_vp[c * 16 + i] = out[i] } free(out); free(eye); free(up); free(center); free(corners) } function shadow_cascade_vp(c: int) -> floats { return mem_off(sh_vp, c * 64) } # render every cascade; `draw` happens through terrain_draw_shadow + the scene's casters function shadow_pass() -> void { var near = cam_near gpu_fb_bind(sh_fbo) gpu_viewport(0, 0, shadow_res, shadow_res) gpu_depth_test(true) gpu_depth_func(GL_LESS) gpu_depth_bias(2.0, 4.0) gpu_cull(false) for c in 0 .. SHADOW_CASCADES { sh_cascade = c shadow_fit(c, near, sh_split[c]) prof_cpu_mark("shadow fit") near = sh_split[c] gpu_fb_depth_layer(sh_tex, c) if r3d_debug and c == 0 { let st = gpu_fb_status(); print(`shadow fbo status {st}`) } gpu_clear(GL_DEPTH_BUFFER_BIT) let vp = shadow_cascade_vp(c) # shadows off (a video setting): the cascades stay cleared, so everything reads lit if sh_enabled { if not sh_skip_terrain { terrain_draw_shadow(vp) } scene_draw_casters(vp) } } gpu_depth_bias(0.0, 0.0) gpu_fb_bind(0) if r3d_debug_shadow { shadow_dump() } if r3d_debug_shadow and not sh_printed2 { sh_printed2 = true let q = floats(3) if sh_probe_x != 0.0 { let vp = shadow_cascade_vp(2) m4_xform_point(q, vp, sh_probe_x, sh_probe_y, sh_probe_z) print(`probe base ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])}`) m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 15.0, sh_probe_z) print(`probe top ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} -> map texel {int((q[0] * 0.5 + 0.5) * float(shadow_res))} {int((q[1] * 0.5 + 0.5) * float(shadow_res))}`) # where the top's shadow lands on the ground: walk down the sun ray let gx = sh_probe_x + 0.0 - sun_dir[0] * (15.0 / sun_dir[1]) let gz = sh_probe_z - sun_dir[2] * (15.0 / sun_dir[1]) m4_xform_point(q, vp, gx, terrain_height(gx, gz), gz) print(`shadow-of-top ground ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} at {fixed(gx)} {fixed(gz)}`) } for c in 0 .. SHADOW_CASCADES { let vp = shadow_cascade_vp(c) # a point 5 m ahead of the camera on the ground let px = cam_pos[0] + cam_fwd[0] * 5.0; let pz = cam_pos[2] + cam_fwd[2] * 5.0 let w = m4_xform_point(q, vp, px, terrain_height(px, pz), pz) print(`cascade {c}: ndc {fixed(q[0])} {fixed(q[1])} {fixed(q[2])} w {fixed(w)} m0 {fixed(vp[0])} m5 {fixed(vp[5])} m14 {fixed(vp[14])}`) } free(q) } } var sh_printed2: bool = false var sh_printed3: bool = false var sh_enabled: bool = true var sh_force: int = -1 # R3D_FORCE= pins every pixel to cascade c (debug) var sh_skip_terrain: bool = false var sh_probe_x: float = 0.0 var sh_probe_y: float = 0.0 var sh_probe_z: float = 0.0 # Debug: cascade depths as grey PPMs (build/dbg_shadow_.ppm) function shadow_dump() -> void { let n = shadow_res * shadow_res let buf = floats(n * SHADOW_CASCADES) gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE) gpu_tex_read(GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, buf) gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) if sh_probe_x != 0.0 { let vp = shadow_cascade_vp(2) let q = floats(3) m4_xform_point(q, vp, sh_probe_x, sh_probe_y + 12.0, sh_probe_z) let tx = int((q[0] * 0.5 + 0.5) * float(shadow_res)) let ty = int((q[1] * 0.5 + 0.5) * float(shadow_res)) let want = q[2] * 0.5 + 0.5 print(`probe (12 m up) texel {tx} {ty} card depth {fixed(want * 1000.0)}/1000`) for dy in 0 .. 5 { let yy = ty - 40 + dy * 20 print(` row {yy}: {fixed(buf[2 * n + yy * shadow_res + tx - 20] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx] * 1000.0)} {fixed(buf[2 * n + yy * shadow_res + tx + 20] * 1000.0)} /1000`) } free(q) } let sm = 512 let row = bytes(sm * 3) for c in 0 .. SHADOW_CASCADES { # stretch between the map's own min and max (ignoring the far plane) var lo = 1.0; var hi = 0.0 var i = 0 while i < n { let d = buf[c * n + i]; if d < 0.999 { if d < lo { lo = d }; if d > hi { hi = d } }; i += 97 } print(`cascade {c} depth range {fixed(lo)} .. {fixed(hi)}`) let f = file_open(`build/dbg_shadow_{c}.ppm`, "wb") let hdr = `P6\n{sm} {sm}\n255\n` file_write(f, hdr, len(hdr)) let st = shadow_res / sm for y in 0 .. sm { for x in 0 .. sm { let d = buf[c * n + (y * st) * shadow_res + x * st] let g = int(Math.clamp((d - lo) / Math.max(hi - lo, 0.0001), 0.0, 1.0) * 255.0) row[x * 3] = g; row[x * 3 + 1] = g; row[x * 3 + 2] = g } file_write(f, row, sm * 3) } file_close(f) } free(buf); free(row) } var sh_printed: bool = false # a uniform array's location: some drivers only answer to the "[0]" spelling function sh_loc(prog: int, name: string) -> int { var loc = gpu_uniform(prog, name + "[0]") if loc < 0 { loc = gpu_uniform(prog, name) } return loc } function shadow_bind(prog: int) -> void { r3d_bind_tex(prog, "u_shadow", 15, GPU_TEX2D_ARRAY, sh_tex) # the height-field shadow (terrain.ludic); a stand-in texture keeps the unit valid before the bake var ts = ter_shadow_tex var ts_on = 1.0 if ts == 0 { ts = ter_height_tex; ts_on = 0.0 } r3d_bind_2d(prog, "u_tershadow", 6, ts) terrain_bind_height(prog) u_f(gpu_uniform(prog, "u_ts_on"), ts_on) u_f(gpu_uniform(prog, "u_ts_half"), float(TERRAIN_HALF)) u_f2(gpu_uniform(prog, "u_ts_origin"), ter_ox, ter_oz) var loc = gpu_uniform(prog, "u_cascade_vp[0]") if loc < 0 { loc = gpu_uniform(prog, "u_cascade_vp") } if r3d_debug_shadow and not sh_printed { sh_printed = true; print(`cascade vp loc {loc} / {gpu_uniform(prog, "u_cascade_vp")} split loc {gpu_uniform(prog, "u_cascade_split")} shadow loc {gpu_uniform(prog, "u_shadow")}`) } u_mat4n(loc, SHADOW_CASCADES, sh_vp) u_fv(sh_loc(prog, "u_cascade_split"), SHADOW_CASCADES, sh_split) if r3d_debug_shadow and not sh_printed3 { sh_printed3 = true; print(`range {fixed(sh_range[0])} {fixed(sh_range[1])} {fixed(sh_range[2])} {fixed(sh_range[3])} texel*1000 {fixed(sh_texel[0] * 1000.0)} {fixed(sh_texel[1] * 1000.0)} {fixed(sh_texel[2] * 1000.0)} {fixed(sh_texel[3] * 1000.0)} locs {gpu_uniform(prog, "u_cascade_range")} {gpu_uniform(prog, "u_cascade_texel")}`) } u_fv(sh_loc(prog, "u_cascade_range"), SHADOW_CASCADES, sh_range) if r3d_env_has("R3D_FORCE") { sh_force = Text.to_int(r3d_env("R3D_FORCE")) } u_i(gpu_uniform(prog, "u_force_cascade"), sh_force) u_fv(sh_loc(prog, "u_cascade_texel"), SHADOW_CASCADES, sh_texel) }