Files
RobustToolbox/Robust.Client/Graphics/Clyde/Clyde.LightRendering.cs

1995 lines
82 KiB
C#

using System;
using System.Collections.Generic;
using System.Buffers;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.InteropServices;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using TKStencilOp = OpenToolkit.Graphics.OpenGL4.StencilOp;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Shapes;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Utility;
using TextureWrapMode = Robust.Shared.Graphics.TextureWrapMode;
namespace Robust.Client.Graphics.Clyde
{
// This file handles everything about light rendering.
// That includes shadow casting and also FOV.
// A detailed explanation of how all this works can be found here:
// https://docs.spacestation14.io/en/engine/lighting-fov
internal partial class Clyde
{
// Horizontal width, in pixels, of the shadow maps used to render regular lights.
private const int ShadowMapSize = 512;
private const float SharedOccluderEdgeTolerance = 0.001f;
private const float SharedOccluderEdgeToleranceSquared = SharedOccluderEdgeTolerance * SharedOccluderEdgeTolerance;
private const float SharedOccluderNeighbourQueryPadding = 1f + SharedOccluderEdgeTolerance;
// Horizontal width, in pixels, of the shadow maps used to render FOV.
// I figured this was more accuracy sensitive than lights so resolution is significantly higher.
private const int FovMapSize = 2048;
private ClydeShaderInstance _fovDebugShaderInstance = default!;
// Various shaders used in the light rendering process.
// We keep ClydeHandles into the _loadedShaders dict so they can be reloaded.
// They're all .swsl now.
private ClydeHandle _lightSoftShaderHandle;
private ClydeHandle _lightHardShaderHandle;
private ClydeHandle _fovShaderHandle;
private ClydeHandle _fovLightShaderHandle;
private ClydeHandle _wallBleedBlurShaderHandle;
private ClydeHandle _lightBlurShaderHandle;
private ClydeHandle _mergeWallLayerShaderHandle;
// Sampler used to sample the FovTexture with linear filtering, used in the lighting FOV pass
// (it uses VSM unlike final FOV).
private GLHandle _fovFilterSampler;
// Shader program used to calculate depth for shadows/FOV.
// Sadly not .swsl since it has a different vertex format and such.
private GLShaderProgram _fovCalculationProgram = default!;
// Occlusion geometry used to render shadows and FOV.
// Amount of indices in _occlusionEbo, so how much we have to draw when drawing _occlusionVao.
private int _occlusionDataLength;
// Actual GL objects used for rendering.
private GLBuffer _occlusionVbo = default!;
private GLBuffer _occlusionVIVbo = default!;
private GLBuffer _occlusionEbo = default!;
private GLHandle _occlusionVao;
// Occlusion mask geometry that represents the area with occluders.
// This is used to merge _wallBleedIntermediateRenderTarget2 onto _lightRenderTarget after wall bleed is done.
// Amount of indices in _occlusionMaskEbo, so how much we have to draw when drawing _occlusionMaskVao.
private int _occlusionMaskDataLength;
// Actual GL objects used for rendering.
private GLBuffer _occlusionMaskVbo = default!;
private GLBuffer _occlusionMaskEbo = default!;
private GLHandle _occlusionMaskVao;
// For depth calculation for FOV.
private RenderTexture _fovRenderTarget = default!;
// For depth calculation of lighting shadows.
private RenderTexture _shadowRenderTarget = default!;
// Used because otherwise a MaxLightsPerScene change callback getting hit on startup causes interesting issues (read: bugs)
private bool _shadowRenderTargetCanInitializeSafely = false;
// Proxies to textures of the above render targets.
private ClydeTexture FovTexture => _fovRenderTarget.Texture;
private ClydeTexture ShadowTexture => _shadowRenderTarget.Texture;
private LightRenderData[] _lightsToRenderList = default!;
private LightCapacityComparer _lightCap = new();
private ShadowCapacityComparer _shadowCap = new ShadowCapacityComparer();
// Cached shared occluder edges from ClientOccluderSystem because we have very specific occluder rules.
private readonly HashSet<OccluderEdgeKey> _occluderSharedBoundaryEdges = new();
private readonly List<Vector4> _occluderBoundarySegments = new();
private readonly HashSet<OccluderVertexKey> _occluderVisibleBoundaryVertices = new();
private readonly HashSet<OccluderVertexKey> _occluderConvexBoundaryVertices = new();
private readonly Dictionary<OccluderVertexKey, BoundaryVertexDirections> _occluderBoundaryVertexDirections = new();
private readonly Dictionary<OccluderVertexKey, List<Vector4>> _occluderSharedVertexEdges = new();
private readonly HashSet<OccluderEdgeKey> _occluderUniqueSharedEdges = new();
private readonly List<OccluderVertexKey> _occluderStaleSharedVertices = new();
private readonly List<OccluderRenderEntry> _occluderRenderEntries = new();
private readonly List<Vector2> _occluderRenderVertices = new();
private readonly List<Vector4> _occluderRenderEdges = new();
private readonly List<bool> _occluderRenderSharedEdges = new();
private float _maxLightRadius;
private unsafe void InitLighting()
{
_cfg.OnValueChanged(CVars.MaxLightRadius, val => { _maxLightRadius = val;}, true);
// Other...
LoadLightingShaders();
{
// Occlusion VAO.
// Only handles positions, no other vertex data necessary.
_occlusionVao = new GLHandle(GenVertexArray());
BindVertexArray(_occlusionVao.Handle);
CheckGlError();
ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, _occlusionVao, nameof(_occlusionVao));
// aPos
_occlusionVbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
nameof(_occlusionVbo));
GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, sizeof(Vector4), IntPtr.Zero);
GL.EnableVertexAttribArray(0);
CheckGlError();
// subVertex
_occlusionVIVbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
nameof(_occlusionVIVbo));
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.UnsignedByte, true, sizeof(byte) * 2, IntPtr.Zero);
GL.EnableVertexAttribArray(1);
// index
_occlusionEbo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
nameof(_occlusionEbo));
CheckGlError();
}
{
// Occlusion mask VAO.
// Only handles positions, no other vertex data necessary.
_occlusionMaskVao = new GLHandle(GenVertexArray());
BindVertexArray(_occlusionMaskVao.Handle);
CheckGlError();
ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, _occlusionMaskVao, nameof(_occlusionMaskVao));
_occlusionMaskVbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
nameof(_occlusionMaskVbo));
_occlusionMaskEbo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
nameof(_occlusionMaskEbo));
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, sizeof(Vector2), IntPtr.Zero);
GL.EnableVertexAttribArray(0);
CheckGlError();
}
// FOV FBO.
_fovRenderTarget = CreateRenderTarget((FovMapSize, 2),
new RenderTargetFormatParameters(
_hasGLFloatFramebuffers ? RenderTargetColorFormat.RG32F : RenderTargetColorFormat.Rgba8, true),
new TextureSampleParameters { WrapMode = TextureWrapMode.Repeat },
nameof(_fovRenderTarget));
if (_hasGLSamplerObjects)
{
_fovFilterSampler = new GLHandle(GL.GenSampler());
GL.SamplerParameter(_fovFilterSampler.Handle, SamplerParameterName.TextureMagFilter, (int)All.Linear);
GL.SamplerParameter(_fovFilterSampler.Handle, SamplerParameterName.TextureMinFilter, (int)All.Linear);
GL.SamplerParameter(_fovFilterSampler.Handle, SamplerParameterName.TextureWrapS, (int)All.Repeat);
GL.SamplerParameter(_fovFilterSampler.Handle, SamplerParameterName.TextureWrapT, (int)All.Repeat);
CheckGlError();
}
// Shadow FBO.
_shadowRenderTargetCanInitializeSafely = true;
MaxShadowcastingLightsChanged(_maxShadowcastingLights);
}
private void LoadLightingShaders()
{
var depthVert = ReadEmbeddedShader("shadow-depth.vert");
var depthFrag = ReadEmbeddedShader("shadow-depth.frag");
(string, uint)[] attribLocations =
{
("aPos", 0),
("subVertex", 1)
};
_fovCalculationProgram = _compileProgram(depthVert, depthFrag, attribLocations, "Shadow Depth Program");
var debugShader = _resourceCache.GetResource<ShaderSourceResource>("/Shaders/Internal/depth-debug.swsl");
_fovDebugShaderInstance = (ClydeShaderInstance)InstanceShader(debugShader);
ClydeHandle LoadShaderHandle(string path)
{
if (_resourceCache.TryGetResource(path, out ShaderSourceResource? resource))
{
return resource.ClydeHandle;
}
_clydeSawmill.Warning($"Can't load shader {path}\n");
return default;
}
_lightSoftShaderHandle = LoadShaderHandle("/Shaders/Internal/light-soft.swsl");
_lightHardShaderHandle = LoadShaderHandle("/Shaders/Internal/light-hard.swsl");
_fovShaderHandle = LoadShaderHandle("/Shaders/Internal/fov.swsl");
_fovLightShaderHandle = LoadShaderHandle("/Shaders/Internal/fov-lighting.swsl");
_wallBleedBlurShaderHandle = LoadShaderHandle("/Shaders/Internal/wall-bleed-blur.swsl");
_lightBlurShaderHandle = LoadShaderHandle("/Shaders/Internal/light-blur.swsl");
_mergeWallLayerShaderHandle = LoadShaderHandle("/Shaders/Internal/wall-merge.swsl");
}
private void DrawFov(Viewport viewport, IEye eye)
{
using var _ = DebugGroup(nameof(DrawFov));
using var _p = _prof.Group("DrawFov");
PrepareDepthDraw(RtToLoaded(_fovRenderTarget));
if (eye.DrawFov)
{
// Calculate maximum distance for the projection based on screen size.
var screenSizeCut = viewport.Size / EyeManager.PixelsPerMeter;
var maxDist = (float)Math.Max(screenSizeCut.X, screenSizeCut.Y);
// FOV is rendered twice.
// Once with back face culling like regular lighting.
// Then once with front face culling for the final FOV pass (so you see "into" walls).
GL.CullFace(CullFaceMode.Back);
CheckGlError();
DrawOcclusionDepth(eye.Position.Position, _fovRenderTarget.Size.X, maxDist, 0);
GL.CullFace(CullFaceMode.Front);
CheckGlError();
DrawOcclusionDepth(eye.Position.Position, _fovRenderTarget.Size.X, maxDist, 1);
}
FinalizeDepthDraw();
}
/// <summary>
/// Draws depths for lighting & FOV into the currently bound framebuffer.
/// </summary>
/// <param name="lightPos">The position of the light source.</param>
/// <param name="width">The width of the current framebuffer.</param>
/// <param name="maxDist">The maximum distance of this light.</param>
/// <param name="viewportY">Y index of the row to render the depth at in the framebuffer.</param>
private void DrawOcclusionDepth(Vector2 lightPos, int width, float maxDist, int viewportY)
{
// The light is now the center of the universe.
_fovCalculationProgram.SetUniform("shadowLightCentre", lightPos);
// Shift viewport around so we write to the correct quadrant of the depth map.
GL.Viewport(0, viewportY, width, 1);
CheckGlError();
// Make two draw calls. This allows a faked "generation" of additional polygons.
_fovCalculationProgram.SetUniform("shadowOverlapSide", 0.0f);
GL.DrawElements(GetQuadGLPrimitiveType(), _occlusionDataLength, DrawElementsType.UnsignedShort, 0);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
// Yup, it's the other draw call.
_fovCalculationProgram.SetUniform("shadowOverlapSide", 1.0f);
GL.DrawElements(GetQuadGLPrimitiveType(), _occlusionDataLength, DrawElementsType.UnsignedShort, 0);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
}
private void PrepareDepthDraw(LoadedRenderTarget target)
{
const float arbitraryDistanceMax = 1234;
IsBlending = false;
GL.Enable(EnableCap.DepthTest);
CheckGlError();
GL.DepthFunc(DepthFunction.Lequal);
CheckGlError();
GL.DepthMask(true);
CheckGlError();
GL.Enable(EnableCap.CullFace);
CheckGlError();
GL.FrontFace(FrontFaceDirection.Cw);
CheckGlError();
BindRenderTargetImmediate(target);
CheckGlError();
GL.ClearDepth(1);
CheckGlError();
if (_hasGLFloatFramebuffers)
{
GL.ClearColor(arbitraryDistanceMax, arbitraryDistanceMax * arbitraryDistanceMax, 0, 1);
}
else
{
GL.ClearColor(1, 1, 1, 1);
}
CheckGlError();
GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit);
CheckGlError();
BindVertexArray(_occlusionVao.Handle);
CheckGlError();
_fovCalculationProgram.Use();
SetupGlobalUniformsImmediate(_fovCalculationProgram, null);
}
private void FinalizeDepthDraw()
{
GL.Disable(EnableCap.CullFace);
CheckGlError();
GL.DepthMask(false);
CheckGlError();
GL.Disable(EnableCap.DepthTest);
CheckGlError();
IsBlending = true;
}
private void DrawLightsAndFov(Viewport viewport, Box2Rotated worldBounds, Box2 worldAABB, IEye eye)
{
if (!_lightManager.Enabled || !eye.DrawLight)
{
return;
}
var mapId = eye.Position.MapId;
if (mapId == MapId.Nullspace)
return;
// If this map has lighting disabled, return
var mapUid = _mapSystem.GetMapOrInvalid(mapId);
if (!_entityManager.TryGetComponent<MapComponent>(mapUid, out var map) || !map.LightingEnabled)
{
return;
}
int count;
Box2 expandedBounds;
using (_prof.Group("LightsToRender"))
{
(count, expandedBounds) = GetLightsToRender(mapId, worldBounds, worldAABB);
}
UpdateOcclusionGeometry(mapId, expandedBounds, eye.Position.Position);
DrawFov(viewport, eye);
if (!_lightManager.DrawLighting)
{
BindRenderTargetFull(viewport.RenderTarget);
GL.Viewport(0, 0, viewport.Size.X, viewport.Size.Y);
CheckGlError();
return;
}
using (DebugGroup("Draw shadow depth"))
using (_prof.Group("Draw shadow depth"))
{
PrepareDepthDraw(RtToLoaded(_shadowRenderTarget));
GL.CullFace(CullFaceMode.Back);
CheckGlError();
if (_lightManager.DrawShadows)
{
for (var i = 0; i < count; i++)
{
ref var lightData = ref _lightsToRenderList[i];
var light = lightData.Light;
if (lightData.ShadowMapIndex < 0) continue;
DrawOcclusionDepth(
lightData.Position,
ShadowMapSize,
light.Radius,
lightData.ShadowMapIndex);
}
}
FinalizeDepthDraw();
}
IsStencilling = true;
var (lightW, lightH) = GetLightMapSize(viewport.Size);
GL.Viewport(0, 0, lightW, lightH);
CheckGlError();
BindRenderTargetImmediate(RtToLoaded(viewport.LightRenderTarget));
DebugTools.Assert(_currentBoundRenderTarget.TextureHandle.Equals(viewport.LightRenderTarget.Texture.TextureId));
CheckGlError();
var clearEv = new GetClearColorEvent();
_entityManager.EventBus.RaiseEvent(EventSource.Local, ref clearEv);
var clearColor = clearEv.Color ?? GetClearColor(mapUid);
GLClearColor(clearColor);
GL.ClearStencil(0xFF);
GL.StencilMask(0xFF);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.StencilBufferBit);
CheckGlError();
var oldTarget = _currentRenderTarget;
var oldProj = _currentMatrixProj;
var oldShader = _queuedShaderInstance;
var oldModel = _currentMatrixModel;
var oldScissor = _currentScissorState;
var state = PushRenderStateFull();
RenderOverlays(viewport, OverlaySpace.BeforeLighting, worldAABB, worldBounds);
PopRenderStateFull(state);
DebugTools.Assert(oldScissor.Equals(_currentScissorState));
DebugTools.Assert(oldModel.Equals(_currentMatrixModel));
DebugTools.Assert(oldShader.Equals(_queuedShaderInstance));
DebugTools.Assert(oldProj.Equals(_currentMatrixProj));
DebugTools.Assert(oldTarget.Equals(_currentRenderTarget));
DebugTools.Assert(_currentBoundRenderTarget.TextureHandle.Equals(viewport.LightRenderTarget.Texture.TextureId));
ApplyLightingFovToBuffer(viewport, eye);
var lightShader = _loadedShaders[_enableSoftShadows ? _lightSoftShaderHandle : _lightHardShaderHandle]
.Program;
lightShader.Use();
SetupGlobalUniformsImmediate(lightShader, ShadowTexture);
SetTexture(TextureUnit.Texture1, ShadowTexture);
lightShader.SetUniformTextureMaybe("shadowMap", TextureUnit.Texture1);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
CheckGlError();
GL.StencilFunc(StencilFunction.Equal, 0xFF, 0xFF);
CheckGlError();
GL.StencilOp(TKStencilOp.Keep, TKStencilOp.Keep, TKStencilOp.Keep);
CheckGlError();
var lastRange = float.NaN;
var lastPower = float.NaN;
var lastColor = new Color(float.NaN, float.NaN, float.NaN, float.NaN);
var lastSoftness = float.NaN;
var lastFalloff = float.NaN;
var lastCurveFactor = float.NaN;
Texture? lastMask = null;
using (_prof.Group("Draw Lights"))
{
for (var i = 0; i < count; i++)
{
ref var lightData = ref _lightsToRenderList[i];
var component = lightData.Light;
var lightPos = lightData.Position;
var rot = lightData.Rotation;
Texture? mask = null;
var rotation = Angle.Zero;
if (component.Mask != null)
{
mask = component.Mask;
rotation = SharedPointLightSystem.GetMaskWorldRotation(component, rot);
}
var maskTexture = mask ?? _stockTextureWhite;
if (lastMask != maskTexture)
{
SetTexture(TextureUnit.Texture0, maskTexture);
lastMask = maskTexture;
lightShader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
}
if (!MathHelper.CloseToPercent(lastRange, component.Radius))
{
lastRange = component.Radius;
lightShader.SetUniformMaybe("lightRange", lastRange);
}
if (!MathHelper.CloseToPercent(lastPower, component.Energy))
{
lastPower = component.Energy;
lightShader.SetUniformMaybe("lightPower", lastPower);
}
if (lastColor != component.Color)
{
lastColor = component.Color;
lightShader.SetUniformMaybe("lightColor", lastColor);
}
if (_enableSoftShadows && !MathHelper.CloseToPercent(lastSoftness, component.Softness))
{
lastSoftness = component.Softness;
lightShader.SetUniformMaybe("lightSoftness", lastSoftness);
}
if (!MathHelper.CloseToPercent(lastFalloff, component.Falloff))
{
lastFalloff = component.Falloff;
lightShader.SetUniformMaybe("lightFalloff", lastFalloff);
}
if (!MathHelper.CloseToPercent(lastCurveFactor, component.CurveFactor))
{
lastCurveFactor = component.CurveFactor;
lightShader.SetUniformMaybe("lightCurveFactor", lastCurveFactor);
}
lightShader.SetUniformMaybe("lightCenter", lightPos);
lightShader.SetUniformMaybe("lightIndex",
lightData.ShadowMapIndex >= 0 ? (lightData.ShadowMapIndex + 0.5f) / ShadowTexture.Height : -1);
var offset = new Vector2(component.Radius, component.Radius);
Matrix3x2 matrix;
if (mask == null)
{
matrix = Matrix3x2.Identity;
}
else
{
// Only apply rotation if a mask is said, because else it doesn't matter.
matrix = Matrix3Helpers.CreateRotation(rotation);
}
(matrix.M31, matrix.M32) = lightPos;
_drawQuad(-offset, offset, matrix, lightShader);
}
}
ResetBlendFunc();
IsStencilling = false;
CheckGlError();
if (_cfg.GetCVar(CVars.LightBlur))
BlurRenderTarget(viewport, viewport.LightRenderTarget, viewport.LightBlurTarget, eye, 14f);
using (_prof.Group("BlurOntoWalls"))
{
BlurOntoWalls(viewport, eye);
}
using (_prof.Group("MergeWallLayer"))
{
MergeWallLayer(viewport);
}
BindRenderTargetFull(viewport.RenderTarget);
GL.Viewport(0, 0, viewport.Size.X, viewport.Size.Y);
CheckGlError();
_lightingReady = true;
Array.Clear(_lightsToRenderList, 0, count);
}
private static bool LightQuery(ref (
Clyde clyde,
MapId map,
int count,
int shadowCastingCount,
EntityQuery<TransformComponent> xforms,
Box2 worldAABB) state,
in ComponentTreeEntry<SharedPointLightComponent> value)
{
ref var count = ref state.count;
ref var shadowCount = ref state.shadowCastingCount;
// If there are too many lights, exit the query
if (count >= state.clyde._maxLights)
return false;
var (light, transform) = value;
if (light is not PointLightComponent pointLight)
return true;
var (lightPos, rot) = state.clyde._transformSystem.GetWorldPositionRotation(transform, state.xforms);
lightPos += rot.RotateVec(light.Offset);
var circle = new Circle(lightPos, light.Radius);
// If the light doesn't touch anywhere the camera can see, it doesn't matter.
// The tree query is not fully accurate because the viewport may be rotated relative to a grid.
if (!circle.Intersects(state.worldAABB))
return true;
if (light.CastShadows)
{
// Shadow-casting lights embedded inside an occluder cannot work consistently.
// As such we just disable them! If you want light inside an occluder use non-shadow casting lights!
if (state.clyde.IsLightEmbeddedInOccluder(state.map, lightPos, state.xforms))
return true;
// If the light is a shadow casting light, keep a separate track of that.
shadowCount++;
}
var distanceSquared = (state.worldAABB.Center - lightPos).LengthSquared();
state.clyde._lightsToRenderList[count++] = new LightRenderData(
pointLight,
lightPos,
distanceSquared,
rot);
return true;
}
private struct LightRenderData
{
public PointLightComponent Light;
public Vector2 Position;
public float DistanceSquared;
public Angle Rotation;
public bool CastShadows;
public int ShadowMapIndex;
public LightRenderData(
PointLightComponent light,
Vector2 position,
float distanceSquared,
Angle rotation)
{
Light = light;
Position = position;
DistanceSquared = distanceSquared;
Rotation = rotation;
CastShadows = light.CastShadows;
ShadowMapIndex = -1;
}
}
private sealed class LightCapacityComparer : IComparer<LightRenderData>
{
public int Compare(LightRenderData x, LightRenderData y)
{
if (x.CastShadows && !y.CastShadows) return 1;
if (!x.CastShadows && y.CastShadows) return -1;
return 0;
}
}
private sealed class ShadowCapacityComparer : IComparer<LightRenderData>
{
public int Compare(LightRenderData x, LightRenderData y)
{
return x.DistanceSquared.CompareTo(y.DistanceSquared);
}
}
private (int count, Box2 expandedBounds) GetLightsToRender(
MapId map,
in Box2Rotated worldBounds,
in Box2 worldAABB)
{
// Use worldbounds for this one as we only care if the light intersects our actual bounds
var xforms = _entityManager.GetEntityQuery<TransformComponent>();
var state = (this, map, count: 0, shadowCastingCount: 0, xforms, worldAABB);
var lightAabb = worldAABB.Enlarged(_maxLightRadius);
foreach (var (uid, comp) in _lightTreeSystem.GetIntersectingTrees(map, lightAabb))
{
var bounds = _transformSystem.GetInvWorldMatrix(uid, xforms).TransformBox(worldBounds);
comp.Tree.QueryAabb(ref state, LightQuery, bounds);
}
if (state.shadowCastingCount > _maxShadowcastingLights)
{
// There are too many lights casting shadows to fit in the scene.
// This check must occur before occluder expansion, or else bad things happen.
// First, partition the array based on whether the lights are shadow casting or not
// (non shadow casting lights should be the first partition, shadow casting lights the second)
Array.Sort(_lightsToRenderList, 0, state.count, _lightCap);
// Next, sort just the shadow casting lights by distance.
Array.Sort(_lightsToRenderList, state.count - state.shadowCastingCount, state.shadowCastingCount, _shadowCap);
// Then effectively delete the furthest lights, by setting the end of the array to exclude N
// number of shadow casting lights (where N is the number above the max number per scene.)
state.count -= state.shadowCastingCount - _maxShadowcastingLights;
}
// When culling occluders later, we can't just remove any occluders outside the worldBounds.
// As they could still affect the shadows of (large) light sources.
// We expand the world bounds so that it encompasses the center of every light source.
// This should make it so no culled occluder can make a difference.
// (if the occluder is in the current lights at all, it's still not between the light and the world bounds).
var expandedBounds = worldAABB;
for (var i = 0; i < state.count; i++)
{
expandedBounds = expandedBounds.ExtendToContain(_lightsToRenderList[i].Position);
}
var renderedShadowCastingCount = AssignShadowMapRows(_lightsToRenderList.AsSpan(0, state.count), _maxShadowcastingLights);
_debugStats.TotalLights += state.count;
_debugStats.ShadowLights += renderedShadowCastingCount;
return (state.count, expandedBounds);
}
private static int AssignShadowMapRows(Span<LightRenderData> lights, int maxShadowcastingLights)
{
var shadowMapIndex = 0;
for (var i = 0; i < lights.Length; i++)
{
ref var lightData = ref lights[i];
lightData.ShadowMapIndex = -1;
if (!lightData.CastShadows || shadowMapIndex >= maxShadowcastingLights)
continue;
lightData.ShadowMapIndex = shadowMapIndex;
shadowMapIndex++;
}
return shadowMapIndex;
}
private bool IsLightEmbeddedInOccluder(
MapId map,
Vector2 lightPosition,
EntityQuery<TransformComponent> xforms)
{
// Shadow-casting lights inside an occluder produce unstable/inside-out shadows.
// Do a narrow tree query around the light and only run the expensive polygon TestPoint
// for occluders whose cached AABB can contain the light.
var pointBounds = new Box2(lightPosition, lightPosition).Enlarged(SharedOccluderEdgeTolerance);
foreach (var (treeUid, comp) in _occluderSystem.GetIntersectingTrees(map, pointBounds))
{
var treeBounds = _transformSystem.GetInvWorldMatrix(treeUid, xforms).TransformBox(pointBounds);
var state = new LightEmbeddedOccluderQueryState(
_fixtureSystem,
_transformSystem,
xforms,
lightPosition);
comp.Tree.QueryAabb(ref state, CheckLightEmbeddedInOccluder, treeBounds, approx: true);
if (state.Embedded)
return true;
}
return false;
}
private static bool CheckLightEmbeddedInOccluder(
ref LightEmbeddedOccluderQueryState state,
in ComponentTreeEntry<OccluderComponent> entry)
{
var occluder = entry.Component;
if (!occluder.Enabled)
return true;
var (worldPosition, worldRotation) = state.TransformSystem.GetWorldPositionRotation(
entry.Transform,
state.Xforms);
if (!OccluderOverlapsPoint(
state.FixtureSystem,
occluder.PolygonArray,
new Transform(worldPosition, worldRotation),
state.LightPosition))
{
return true;
}
state.Embedded = true;
return false;
}
private struct LightEmbeddedOccluderQueryState(
FixtureSystem fixtureSystem,
TransformSystem transformSystem,
EntityQuery<TransformComponent> xforms,
Vector2 lightPosition)
{
public readonly FixtureSystem FixtureSystem = fixtureSystem;
public readonly TransformSystem TransformSystem = transformSystem;
public readonly EntityQuery<TransformComponent> Xforms = xforms;
public readonly Vector2 LightPosition = lightPosition;
public bool Embedded;
}
/// <inheritdoc/>
[Pure]
public Color GetClearColor(EntityUid mapUid)
{
return _entityManager.GetComponentOrNull<MapLightComponent>(mapUid)?.AmbientLightColor ??
MapLightComponent.DefaultColor;
}
/// <inheritdoc/>
public void BlurRenderTarget(IClydeViewport viewport, IRenderTarget target, IRenderTarget blurBuffer, IEye eye, float multiplier)
{
if (target is not RenderTexture rTexture || blurBuffer is not RenderTexture blurTexture)
return;
using var _ = DebugGroup(nameof(BlurRenderTarget));
var state = PushRenderStateFull();
IsBlending = false;
CalcScreenMatrices(viewport.Size, out var proj, out var view);
SetProjViewBuffer(proj, view);
var shader = _loadedShaders[_lightBlurShaderHandle].Program;
shader.Use();
SetupGlobalUniformsImmediate(shader, rTexture.Texture);
var size = target.Size;
shader.SetUniformMaybe("size", (Vector2)size);
shader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
GL.Viewport(0, 0, size.X, size.Y);
CheckGlError();
// Initially we're pulling from the light render target.
// So we set it out of the loop so
// _wallBleedIntermediateRenderTarget2 gets bound at the end of the loop body.
SetTexture(TextureUnit.Texture0, rTexture.Texture);
// Have to scale the blurring radius based on viewport size and camera zoom.
var facBase = _cfg.GetCVar(CVars.LightBlurFactor);
var cameraSize = eye.Zoom.Y * viewport.Size.Y * (1 / viewport.RenderScale.Y) / EyeManager.PixelsPerMeter;
// 7e-3f is just a magic factor that makes it look ok.
var factor = facBase * (multiplier / cameraSize);
// Multi-iteration gaussian blur.
for (var i = 3; i > 0; i--)
{
var scale = (i + 1) * factor;
// Set factor.
shader.SetUniformMaybe("radius", scale);
BindRenderTargetImmediate(RtToLoaded(blurBuffer));
// Blur horizontally to _wallBleedIntermediateRenderTarget1.
shader.SetUniformMaybe("direction", Vector2.UnitX);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3x2.Identity, shader);
SetTexture(TextureUnit.Texture0, blurTexture.Texture);
BindRenderTargetImmediate(RtToLoaded(rTexture));
// Blur vertically to _wallBleedIntermediateRenderTarget2.
shader.SetUniformMaybe("direction", Vector2.UnitY);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3x2.Identity, shader);
SetTexture(TextureUnit.Texture0, rTexture.Texture);
}
PopRenderStateFull(state);
}
private void BlurOntoWalls(Viewport viewport, IEye eye)
{
using var _ = DebugGroup(nameof(BlurOntoWalls));
IsBlending = false;
CalcScreenMatrices(viewport.Size, out var proj, out var view);
SetProjViewBuffer(proj, view);
var shader = _loadedShaders[_wallBleedBlurShaderHandle].Program;
shader.Use();
SetupGlobalUniformsImmediate(shader, viewport.LightRenderTarget.Texture);
shader.SetUniformMaybe("size", (Vector2)viewport.WallBleedIntermediateRenderTarget1.Size);
shader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
var size = viewport.WallBleedIntermediateRenderTarget1.Size;
GL.Viewport(0, 0, size.X, size.Y);
CheckGlError();
// Initially we're pulling from the light render target.
// So we set it out of the loop so
// _wallBleedIntermediateRenderTarget2 gets bound at the end of the loop body.
SetTexture(TextureUnit.Texture0, viewport.LightRenderTarget.Texture);
// Have to scale the blurring radius based on viewport size and camera zoom.
const float refCameraHeight = 14;
var cameraSize = eye.Zoom.Y * viewport.Size.Y * (1 / viewport.RenderScale.Y) / EyeManager.PixelsPerMeter;
// 7e-3f is just a magic factor that makes it look ok.
var factor = 7e-3f * (refCameraHeight / cameraSize);
// Multi-iteration gaussian blur.
for (var i = 3; i > 0; i--)
{
var scale = (i + 1) * factor;
// Set factor.
shader.SetUniformMaybe("radius", scale);
BindRenderTargetFull(viewport.WallBleedIntermediateRenderTarget1);
// Blur horizontally to _wallBleedIntermediateRenderTarget1.
shader.SetUniformMaybe("direction", Vector2.UnitX);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3x2.Identity, shader);
SetTexture(TextureUnit.Texture0, viewport.WallBleedIntermediateRenderTarget1.Texture);
BindRenderTargetFull(viewport.WallBleedIntermediateRenderTarget2);
// Blur vertically to _wallBleedIntermediateRenderTarget2.
shader.SetUniformMaybe("direction", Vector2.UnitY);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3x2.Identity, shader);
SetTexture(TextureUnit.Texture0, viewport.WallBleedIntermediateRenderTarget2.Texture);
}
IsBlending = true;
// We didn't trample over the old _currentMatrices so just roll it back.
SetProjViewBuffer(_currentMatrixProj, _currentMatrixView);
}
private void MergeWallLayer(Viewport viewport)
{
using var _ = DebugGroup(nameof(MergeWallLayer));
BindRenderTargetFull(viewport.LightRenderTarget);
GL.Viewport(0, 0, viewport.LightRenderTarget.Size.X, viewport.LightRenderTarget.Size.Y);
CheckGlError();
IsBlending = false;
var shader = _loadedShaders[_mergeWallLayerShaderHandle].Program;
shader.Use();
var tex = viewport.WallBleedIntermediateRenderTarget2.Texture;
SetupGlobalUniformsImmediate(shader, tex);
SetTexture(TextureUnit.Texture0, tex);
shader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
BindVertexArray(_occlusionMaskVao.Handle);
CheckGlError();
GL.DrawElements(PrimitiveType.Triangles, _occlusionMaskDataLength, DrawElementsType.UnsignedShort,
IntPtr.Zero);
CheckGlError();
IsBlending = true;
}
private void ApplyFovToBuffer(Viewport viewport, IEye eye)
{
GL.Clear(ClearBufferMask.StencilBufferBit);
GL.Enable(EnableCap.StencilTest);
GL.StencilOp(OpenToolkit.Graphics.OpenGL4.StencilOp.Keep, OpenToolkit.Graphics.OpenGL4.StencilOp.Keep,
OpenToolkit.Graphics.OpenGL4.StencilOp.Replace);
GL.StencilFunc(StencilFunction.Always, 1, 0xFF);
GL.StencilMask(0xFF);
// Applies FOV to the final framebuffer.
var fovShader = _loadedShaders[_fovShaderHandle].Program;
fovShader.Use();
SetupGlobalUniformsImmediate(fovShader, FovTexture);
SetTexture(TextureUnit.Texture0, FovTexture);
fovShader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
if (!Color.TryParse(_cfg.GetCVar(CVars.RenderFOVColor), out var color))
color = Color.Black;
fovShader.SetUniformMaybe("occludeColor", color);
FovSetTransformAndBlit(viewport, eye.Position.Position, fovShader);
GL.StencilMask(0x00);
IsStencilling = false;
}
private void ApplyLightingFovToBuffer(Viewport viewport, IEye eye)
{
// Applies FOV to the lighting framebuffer.
var fovShader = _loadedShaders[_fovLightShaderHandle].Program;
fovShader.Use();
SetupGlobalUniformsImmediate(fovShader, FovTexture);
SetTexture(TextureUnit.Texture0, FovTexture);
// Have to swap to linear filtering on the shadow map here.
// VSM wants it.
if (_hasGLSamplerObjects)
{
GL.BindSampler(0, _fovFilterSampler.Handle);
CheckGlError();
}
else
{
// OpenGL why do you torture me so.
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
CheckGlError();
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear);
CheckGlError();
}
fovShader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
GL.StencilMask(0xFF);
CheckGlError();
GL.StencilFunc(StencilFunction.Always, 0, 0);
CheckGlError();
GL.StencilOp(TKStencilOp.Keep, TKStencilOp.Keep, TKStencilOp.Replace);
CheckGlError();
fovShader.SetUniformMaybe("occludeColor", Color.Black);
FovSetTransformAndBlit(viewport, eye.Position.Position, fovShader);
if (_hasGLSamplerObjects)
{
GL.BindSampler(0, 0);
CheckGlError();
}
else
{
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Nearest);
CheckGlError();
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Nearest);
CheckGlError();
}
}
private void FovSetTransformAndBlit(Viewport vp, Vector2 fovCentre, GLShaderProgram fovShader)
{
// It might be an idea if there was a proper way to get the LocalToWorld matrix.
// But actually constructing the matrix tends to be more trouble than it's worth in most cases.
// (Maybe if there was some way to observe Eye matrix changes that wouldn't be the case, as viewport could dynamically update.)
// This is expected to run a grand total of twice per frame for 6 LocalToWorld calls.
// Something else to note is that modifications must be made anyway.
// Something ELSE to note is that it's absolutely critical that this be calculated in the "right way" due to precision issues!
// Bit of an interesting little trick here - need to set things up correctly.
// 0, 0 in clip-space is the centre of the screen, and 1, 1 is the top-right corner.
var halfSize = vp.Size / 2.0f;
var uZero = vp.LocalToWorld(halfSize).Position;
var uX = vp.LocalToWorld(halfSize + (Vector2.UnitX * halfSize.X)).Position - uZero;
var uY = vp.LocalToWorld(halfSize - (Vector2.UnitY * halfSize.Y)).Position - uZero;
// Second modification is that output must be fov-centred (difference-space)
uZero -= fovCentre;
var clipToDiff = new Matrix3x2(uX.X, uX.Y, uY.X, uY.Y, uZero.X, uZero.Y);
fovShader.SetUniformMaybe("clipToDiff", clipToDiff);
_drawQuad(Vector2.Zero, Vector2.One, Matrix3x2.Identity, fovShader);
}
private static int BuildOccluderEdges(
ReadOnlySpan<Vector2> polygon,
Matrix3x2 worldTransform,
Span<Vector4> edges)
{
if (polygon.Length < 3)
return 0;
Span<Vector2> worldVertices = polygon.Length <= 64
? stackalloc Vector2[polygon.Length]
: new Vector2[polygon.Length];
// Occluder polygons are stored as physics hulls, i.e. generally CCW.
// The depth shader is authored for clockwise wall edges, so normalize the order here.
// TODO: Make the shader CCW to get back CPU perf here.
var clockwise = SignedArea(polygon) < 0f;
for (var i = 0; i < polygon.Length; i++)
{
var sourceIndex = clockwise ? i : polygon.Length - 1 - i;
worldVertices[i] = Vector2.Transform(polygon[sourceIndex], worldTransform);
}
var edgeCount = 0;
for (var i = 0; i < worldVertices.Length && edgeCount < edges.Length; i++)
{
edges[edgeCount++] = EdgeToVector4(worldVertices[i], worldVertices[(i + 1) % worldVertices.Length]);
}
return edgeCount;
}
private static void AddOccluderBoundaryEdges(
ReadOnlySpan<Vector2> polygon,
Matrix3x2 worldTransform,
uint sharedEdgeMask,
HashSet<OccluderEdgeKey> sharedBoundaryEdges,
List<Vector4> boundarySegments)
{
if (polygon.Length < 3)
return;
var clockwise = SignedArea(polygon) < 0f;
for (var i = 0; i < polygon.Length; i++)
{
var sourceIndex = clockwise ? i : polygon.Length - 1 - i;
var nextIndex = clockwise ? (i + 1) % polygon.Length : (polygon.Length - 2 - i + polygon.Length) % polygon.Length;
var a = Vector2.Transform(polygon[sourceIndex], worldTransform);
var b = Vector2.Transform(polygon[nextIndex], worldTransform);
var edge = EdgeToVector4(a, b);
boundarySegments.Add(edge);
if ((sharedEdgeMask & (1u << i)) != 0)
sharedBoundaryEdges.Add(OccluderEdgeKey.From(edge));
}
}
private static void BuildVisibleBoundaryVertices(
IReadOnlyList<Vector4> boundarySegments,
IReadOnlySet<OccluderEdgeKey> sharedBoundaryEdges,
Vector2 eyePosition,
HashSet<OccluderVertexKey> visibleBoundaryVertices)
{
visibleBoundaryVertices.Clear();
foreach (var edge in boundarySegments)
{
if (sharedBoundaryEdges.Contains(OccluderEdgeKey.From(edge)) || !EdgeFacesPoint(edge, eyePosition))
continue;
visibleBoundaryVertices.Add(OccluderVertexKey.From(new Vector2(edge.X, edge.Y)));
visibleBoundaryVertices.Add(OccluderVertexKey.From(new Vector2(edge.Z, edge.W)));
}
}
private static void BuildConvexBoundaryVertices(
IReadOnlyList<Vector4> boundarySegments,
IReadOnlySet<OccluderEdgeKey> sharedBoundaryEdges,
Dictionary<OccluderVertexKey, BoundaryVertexDirections> boundaryVertexDirections,
HashSet<OccluderVertexKey> convexBoundaryVertices)
{
boundaryVertexDirections.Clear();
convexBoundaryVertices.Clear();
foreach (var edge in boundarySegments)
{
if (sharedBoundaryEdges.Contains(OccluderEdgeKey.From(edge)))
continue;
var a = new Vector2(edge.X, edge.Y);
var b = new Vector2(edge.Z, edge.W);
var direction = b - a;
var aKey = OccluderVertexKey.From(a);
boundaryVertexDirections.TryGetValue(aKey, out var aDirections);
aDirections.Outgoing = direction;
aDirections.OutgoingCount++;
boundaryVertexDirections[aKey] = aDirections;
var bKey = OccluderVertexKey.From(b);
boundaryVertexDirections.TryGetValue(bKey, out var bDirections);
bDirections.Incoming = direction;
bDirections.IncomingCount++;
boundaryVertexDirections[bKey] = bDirections;
}
foreach (var (vertex, directions) in boundaryVertexDirections)
{
if (directions.IncomingCount != 1 || directions.OutgoingCount != 1)
continue;
if (Vector2.Cross(directions.Incoming, directions.Outgoing) < -SharedOccluderEdgeTolerance)
convexBoundaryVertices.Add(vertex);
}
}
private static void BuildSharedVertexEdges(
IReadOnlyList<Vector4> boundarySegments,
IReadOnlySet<OccluderEdgeKey> sharedBoundaryEdges,
Dictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges,
HashSet<OccluderEdgeKey> uniqueSharedEdges,
List<OccluderVertexKey>? staleVertices = null)
{
foreach (var edges in sharedVertexEdges.Values)
{
edges.Clear();
}
uniqueSharedEdges.Clear();
foreach (var edge in boundarySegments)
{
var edgeKey = OccluderEdgeKey.From(edge);
if (!sharedBoundaryEdges.Contains(edgeKey) || !uniqueSharedEdges.Add(edgeKey))
continue;
AddSharedVertexEdge(new Vector2(edge.X, edge.Y), edge, sharedVertexEdges);
AddSharedVertexEdge(new Vector2(edge.Z, edge.W), edge, sharedVertexEdges);
}
if (staleVertices == null)
return;
staleVertices.Clear();
foreach (var (vertex, edges) in sharedVertexEdges)
{
if (edges.Count == 0)
staleVertices.Add(vertex);
}
foreach (var vertex in staleVertices)
{
sharedVertexEdges.Remove(vertex);
}
}
private static void AddSharedVertexEdge(
Vector2 vertex,
Vector4 edge,
Dictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges)
{
var key = OccluderVertexKey.From(vertex);
if (!sharedVertexEdges.TryGetValue(key, out var edges))
{
edges = new List<Vector4>();
sharedVertexEdges[key] = edges;
}
edges.Add(edge);
}
private static bool OccluderOverlapsPoint(
FixtureSystem fixtures,
Vector2[] polygon,
in Transform occluderTransform,
Vector2 worldPoint)
{
if (polygon.Length < 3)
return false;
var occluderShape = new Polygon(polygon);
return occluderShape.VertexCount >= 3 && fixtures.TestPoint(occluderShape, occluderTransform, worldPoint);
}
private static bool PointsMatch(Vector2 a, Vector2 b)
{
return Vector2.DistanceSquared(a, b) <= SharedOccluderEdgeToleranceSquared;
}
private static bool ShouldSuppressSharedOccluderEdge(
int edgeIndex,
ReadOnlySpan<Vector4> edges,
ReadOnlySpan<bool> sharedEdges,
IReadOnlySet<OccluderVertexKey> visibleBoundaryVertices,
IReadOnlySet<OccluderVertexKey> convexBoundaryVertices,
IReadOnlyDictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges,
Vector2 eyePosition)
{
if (!sharedEdges[edgeIndex])
return false;
var edge = edges[edgeIndex];
// Corner-handling for occlusion.
if (EdgeViewedAsCap(edge, eyePosition)
|| SharedEdgeContinuesThroughEyeProjection(edge, sharedVertexEdges, eyePosition)
|| edges.Length == 3 && SharedEdgeTurnsAwayFromEyeAtCorner(edge, sharedVertexEdges, eyePosition))
{
return false;
}
var previous = edgeIndex == 0 ? edges.Length - 1 : edgeIndex - 1;
var next = edgeIndex + 1 == edges.Length ? 0 : edgeIndex + 1;
var a = new Vector2(edge.X, edge.Y);
var b = new Vector2(edge.Z, edge.W);
var startVisible = !sharedEdges[previous] && EdgeFacesPoint(edges[previous], eyePosition);
if (!startVisible && HasBoundaryVertex(a, convexBoundaryVertices))
startVisible = HasBoundaryVertex(a, visibleBoundaryVertices);
var endVisible = !sharedEdges[next] && EdgeFacesPoint(edges[next], eyePosition);
if (!endVisible && HasBoundaryVertex(b, convexBoundaryVertices))
endVisible = HasBoundaryVertex(b, visibleBoundaryVertices);
return startVisible || endVisible;
}
private static bool SharedEdgeContinuesThroughEyeProjection(
Vector4 edge,
IReadOnlyDictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges,
Vector2 eyePosition)
{
var a = new Vector2(edge.X, edge.Y);
var b = new Vector2(edge.Z, edge.W);
var edgeDelta = b - a;
var edgeLengthSquared = edgeDelta.LengthSquared();
if (edgeLengthSquared <= SharedOccluderEdgeToleranceSquared)
return false;
var eyeFromA = eyePosition - a;
var signedArea = Vector2.Cross(edgeDelta, eyeFromA);
if (signedArea * signedArea <= SharedOccluderEdgeToleranceSquared * edgeLengthSquared)
return false;
var projected = Vector2.Dot(eyeFromA, edgeDelta) / edgeLengthSquared;
// Handle centres of squares essentially, mostly around diagonal walls and ensuring they function
// similarly to normal walls in a block of 2x2 for example.
if (MathF.Abs(projected) <= SharedOccluderEdgeTolerance)
return HasOppositeCollinearSharedEdge(a, b - a, edge, sharedVertexEdges);
if (MathF.Abs(projected - 1f) <= SharedOccluderEdgeTolerance)
return HasOppositeCollinearSharedEdge(b, a - b, edge, sharedVertexEdges);
return false;
}
private static bool SharedEdgeTurnsAwayFromEyeAtCorner(
Vector4 edge,
IReadOnlyDictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges,
Vector2 eyePosition)
{
var a = new Vector2(edge.X, edge.Y);
var b = new Vector2(edge.Z, edge.W);
var edgeDelta = b - a;
var edgeLengthSquared = edgeDelta.LengthSquared();
if (edgeLengthSquared <= SharedOccluderEdgeToleranceSquared)
return false;
var projected = Vector2.Dot(eyePosition - a, edgeDelta) / edgeLengthSquared;
if (projected > SharedOccluderEdgeTolerance && projected < 1f - SharedOccluderEdgeTolerance)
return false;
var junction = projected <= SharedOccluderEdgeTolerance ? a : b;
var currentFromJunction = projected <= SharedOccluderEdgeTolerance ? b - a : a - b;
var currentLengthSquared = currentFromJunction.LengthSquared();
var eyeFromJunction = eyePosition - junction;
if (eyeFromJunction.LengthSquared() <= SharedOccluderEdgeToleranceSquared)
return false;
var key = OccluderVertexKey.From(junction);
var currentKey = OccluderEdgeKey.From(edge);
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
if (!sharedVertexEdges.TryGetValue(
new OccluderVertexKey(key.X + dx, key.Y + dy),
out var candidates))
continue;
foreach (var candidate in candidates)
{
if (OccluderEdgeKey.From(candidate) == currentKey)
continue;
var candidateA = new Vector2(candidate.X, candidate.Y);
var candidateB = new Vector2(candidate.Z, candidate.W);
Vector2 candidateFromJunction;
if (PointsMatch(candidateA, junction))
candidateFromJunction = candidateB - junction;
else if (PointsMatch(candidateB, junction))
candidateFromJunction = candidateA - junction;
else
continue;
var candidateLengthSquared = candidateFromJunction.LengthSquared();
if (candidateLengthSquared <= SharedOccluderEdgeToleranceSquared)
continue;
var cross = Vector2.Cross(currentFromJunction, candidateFromJunction);
if (cross * cross <= SharedOccluderEdgeToleranceSquared * currentLengthSquared * candidateLengthSquared)
continue;
// The shared edge is one side of a shared corner. If the eye is opposite the corner's
// outgoing wedge, this edge is behind a wall.
var wedgeDirection = currentFromJunction + candidateFromJunction;
if (wedgeDirection.LengthSquared() <= SharedOccluderEdgeToleranceSquared)
continue;
if (Vector2.Dot(eyeFromJunction, wedgeDirection) < 0f)
return true;
}
}
}
return false;
}
private static bool HasOppositeCollinearSharedEdge(
Vector2 junction,
Vector2 currentFromJunction,
Vector4 currentEdge,
IReadOnlyDictionary<OccluderVertexKey, List<Vector4>> sharedVertexEdges)
{
var key = OccluderVertexKey.From(junction);
var currentKey = OccluderEdgeKey.From(currentEdge);
var currentLengthSquared = currentFromJunction.LengthSquared();
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
if (!sharedVertexEdges.TryGetValue(
new OccluderVertexKey(key.X + dx, key.Y + dy),
out var candidates))
continue;
foreach (var candidate in candidates)
{
if (OccluderEdgeKey.From(candidate) == currentKey)
continue;
var candidateA = new Vector2(candidate.X, candidate.Y);
var candidateB = new Vector2(candidate.Z, candidate.W);
Vector2 candidateFromJunction;
if (PointsMatch(candidateA, junction))
candidateFromJunction = candidateB - junction;
else if (PointsMatch(candidateB, junction))
candidateFromJunction = candidateA - junction;
else
continue;
var candidateLengthSquared = candidateFromJunction.LengthSquared();
if (candidateLengthSquared <= SharedOccluderEdgeToleranceSquared)
continue;
var cross = Vector2.Cross(currentFromJunction, candidateFromJunction);
if (cross * cross > SharedOccluderEdgeToleranceSquared * currentLengthSquared * candidateLengthSquared)
continue;
if (Vector2.Dot(currentFromJunction, candidateFromJunction) < 0f)
return true;
}
}
}
return false;
}
private static bool HasBoundaryVertex(
Vector2 vertex,
IReadOnlySet<OccluderVertexKey> boundaryVertices)
{
var key = OccluderVertexKey.From(vertex);
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
if (boundaryVertices.Contains(new OccluderVertexKey(key.X + dx, key.Y + dy)))
return true;
}
}
return false;
}
private static bool EdgeViewedAsCap(Vector4 edge, Vector2 eyePosition)
{
// Corner-handling so we only suppress from the relevant angles as it depends on the eye position.
var a = new Vector2(edge.X, edge.Y);
var b = new Vector2(edge.Z, edge.W);
var edgeDelta = b - a;
var edgeLengthSquared = edgeDelta.LengthSquared();
if (edgeLengthSquared <= SharedOccluderEdgeToleranceSquared)
return false;
var eyeFromA = eyePosition - a;
var projected = Vector2.Dot(eyeFromA, edgeDelta) / edgeLengthSquared;
if (projected <= SharedOccluderEdgeTolerance || projected >= 1f - SharedOccluderEdgeTolerance)
return false;
var signedArea = Vector2.Cross(edgeDelta, eyeFromA);
return signedArea * signedArea > SharedOccluderEdgeToleranceSquared * edgeLengthSquared;
}
private static bool EdgeFacesPoint(Vector4 edge, Vector2 point)
{
var a = new Vector2(edge.X, edge.Y) - point;
var b = new Vector2(edge.Z, edge.W) - point;
return Vector2.Cross(a, b) > 0f;
}
private readonly record struct OccluderEdgeKey(long AX, long AY, long BX, long BY)
{
public static OccluderEdgeKey From(Vector4 edge)
{
return From(new Vector2(edge.X, edge.Y), new Vector2(edge.Z, edge.W));
}
private static OccluderEdgeKey From(Vector2 a, Vector2 b)
{
var ax = Quantize(a.X);
var ay = Quantize(a.Y);
var bx = Quantize(b.X);
var by = Quantize(b.Y);
if (ax > bx || ax == bx && ay > by)
return new OccluderEdgeKey(bx, by, ax, ay);
return new OccluderEdgeKey(ax, ay, bx, by);
}
private static long Quantize(float value)
{
// We don't want fp inaccuracies to cause issues with edges not being considered together.
return (long) MathF.Round(value / SharedOccluderEdgeTolerance);
}
}
private readonly record struct OccluderVertexKey(long X, long Y)
{
public static OccluderVertexKey From(Vector2 vertex)
{
return new OccluderVertexKey(Quantize(vertex.X), Quantize(vertex.Y));
}
private static long Quantize(float value)
{
return (long) MathF.Round(value / SharedOccluderEdgeTolerance);
}
}
private struct BoundaryVertexDirections
{
public Vector2 Incoming;
public Vector2 Outgoing;
public int IncomingCount;
public int OutgoingCount;
}
private readonly record struct OccluderRenderEntry(int EdgeOffset, int EdgeCount);
private static float SignedArea(ReadOnlySpan<Vector2> vertices)
{
var area = 0f;
for (var i = 0; i < vertices.Length; i++)
{
var j = (i + 1) % vertices.Length;
area += vertices[i].X * vertices[j].Y;
area -= vertices[i].Y * vertices[j].X;
}
return area * 0.5f;
}
private static Vector4 EdgeToVector4(Vector2 a, Vector2 b)
{
return new Vector4(a.X, a.Y, b.X, b.Y);
}
private void UpdateOcclusionGeometry(MapId map, Box2 expandedBounds, Vector2 eyePosition)
{
using var _ = _prof.Group("UpdateOcclusionGeometry");
using var _p = DebugGroup(nameof(UpdateOcclusionGeometry));
var xforms = _entityManager.GetEntityQuery<TransformComponent>();
var sharedBoundaryEdges = _occluderSharedBoundaryEdges;
var boundarySegments = _occluderBoundarySegments;
var visibleBoundaryVertices = _occluderVisibleBoundaryVertices;
var convexBoundaryVertices = _occluderConvexBoundaryVertices;
var boundaryVertexDirections = _occluderBoundaryVertexDirections;
var sharedVertexEdges = _occluderSharedVertexEdges;
var uniqueSharedEdges = _occluderUniqueSharedEdges;
var staleSharedVertices = _occluderStaleSharedVertices;
sharedBoundaryEdges.Clear();
boundarySegments.Clear();
visibleBoundaryVertices.Clear();
_occluderRenderEntries.Clear();
_occluderRenderVertices.Clear();
_occluderRenderEdges.Clear();
_occluderRenderSharedEdges.Clear();
BuildFrameOccluderGeometry(map, expandedBounds, xforms);
BuildSharedVertexEdges(
boundarySegments,
sharedBoundaryEdges,
sharedVertexEdges,
uniqueSharedEdges,
staleSharedVertices);
BuildConvexBoundaryVertices(
boundarySegments,
sharedBoundaryEdges,
boundaryVertexDirections,
convexBoundaryVertices);
UploadSourceOcclusionDepthGeometry(eyePosition);
}
private void BuildFrameOccluderGeometry(
MapId map,
Box2 expandedBounds,
EntityQuery<TransformComponent> xforms)
{
// This builds source-independent frame geometry:
// - exact occluder edges, later classified into source-specific depth geometry using master's rule;
// - flat 2D mask geometry used to apply wall bleed.
var maxDepthFaces = _maxOccluders * PhysicsConstants.MaxPolygonVertices;
var maxMaskVertices = _maxOccluders * PhysicsConstants.MaxPolygonVertices;
var maxMaskIndices = _maxOccluders * (PhysicsConstants.MaxPolygonVertices - 2) * 3;
var arrayMaskBuffer = ArrayPool<Vector2>.Shared.Rent(maxMaskVertices);
var indexMaskBuffer = ArrayPool<ushort>.Shared.Rent(maxMaskIndices);
var ami = 0;
var imi = 0;
var occluderCount = 0;
var geometryFull = false;
bool TryWriteMaskPolygon(int vertexOffset, int vertexCount)
{
// Wall bleed uses a flat 2D mask of occupied occluder area.
// Convex occluders are serialized through the physics hull, so a simple fan is sufficient.
if (vertexCount < 3)
return true;
var indexCount = (vertexCount - 2) * 3;
if (ami + vertexCount > arrayMaskBuffer.Length || imi + indexCount > indexMaskBuffer.Length)
return false;
var amiBase = ami;
for (var i = 0; i < vertexCount; i++)
{
arrayMaskBuffer[ami++] = _occluderRenderVertices[vertexOffset + i];
}
for (var i = 1; i < vertexCount - 1; i++)
{
indexMaskBuffer[imi++] = (ushort) amiBase;
indexMaskBuffer[imi++] = (ushort) (amiBase + i);
indexMaskBuffer[imi++] = (ushort) (amiBase + i + 1);
}
return true;
}
bool TryCacheDepthEdges(int vertexOffset, int vertexCount, byte sharedEdgeMask)
{
if (vertexCount < 3)
return true;
var remainingFaces = maxDepthFaces - _occluderRenderEdges.Count;
if (remainingFaces < vertexCount)
return false;
var renderVertices = CollectionsMarshal.AsSpan(_occluderRenderVertices).Slice(vertexOffset, vertexCount);
var edgeOffset = _occluderRenderEdges.Count;
for (var i = 0; i < vertexCount; i++)
{
var edge = EdgeToVector4(renderVertices[i], renderVertices[(i + 1) % vertexCount]);
_occluderRenderEdges.Add(edge);
_occluderRenderSharedEdges.Add((sharedEdgeMask & 1 << i) != 0);
}
_occluderRenderEntries.Add(new OccluderRenderEntry(edgeOffset, vertexCount));
return true;
}
try
{
// Include one tile around the rendered area so shared corners on the edge of the viewport have
// complete topology. Visible geometry is filtered back to expandedBounds below.
var boundaryBounds = expandedBounds.Enlarged(SharedOccluderNeighbourQueryPadding);
foreach (var (uid, comp) in _occluderSystem.GetIntersectingTrees(map, boundaryBounds))
{
var treeBounds = _transformSystem.GetInvWorldMatrix(uid, xforms).TransformBox(boundaryBounds);
comp.Tree.QueryAabb((in ComponentTreeEntry<OccluderComponent> entry) =>
{
var (occluder, transform) = entry;
if (!occluder.Enabled)
return true;
var polygon = occluder.Polygon;
if (polygon.Length < 3)
return true;
var worldTransform = _transformSystem.GetWorldMatrix(transform, xforms);
// Build source-dependent corner topology from the cached client-side shared edge mask.
AddOccluderBoundaryEdges(
polygon,
worldTransform,
occluder.OccludingEdges,
_occluderSharedBoundaryEdges,
_occluderBoundarySegments);
if (geometryFull
|| !worldTransform.TransformBox(occluder.LocalBounds).Intersects(expandedBounds))
{
return true;
}
if (_occluderRenderEntries.Count >= _maxOccluders
|| _occluderRenderVertices.Count + polygon.Length > maxMaskVertices
|| imi + (polygon.Length - 2) * 3 > indexMaskBuffer.Length)
{
geometryFull = true;
return true;
}
var vertexOffset = _occluderRenderVertices.Count;
var clockwise = SignedArea(polygon) < 0f;
for (var i = 0; i < polygon.Length; i++)
{
var sourceIndex = clockwise ? i : polygon.Length - 1 - i;
var worldVertex = Vector2.Transform(polygon[sourceIndex], worldTransform);
_occluderRenderVertices.Add(worldVertex);
}
if (!TryWriteMaskPolygon(vertexOffset, polygon.Length))
{
geometryFull = true;
return true;
}
occluderCount += 1;
if (!TryCacheDepthEdges(vertexOffset, polygon.Length, occluder.OccludingEdges))
{
geometryFull = true;
return true;
}
return true;
}, treeBounds);
}
_occlusionMaskDataLength = imi;
BindVertexArray(_occlusionMaskVao.Handle);
CheckGlError();
_occlusionMaskVbo.Reallocate(arrayMaskBuffer.AsSpan(0, ami));
_occlusionMaskEbo.Reallocate(indexMaskBuffer.AsSpan(0, imi));
}
finally
{
ArrayPool<Vector2>.Shared.Return(arrayMaskBuffer);
ArrayPool<ushort>.Shared.Return(indexMaskBuffer);
}
_debugStats.Occluders += occluderCount;
}
private void UploadSourceOcclusionDepthGeometry(Vector2 sourcePosition)
{
var maxDepthFaces = _occluderRenderEdges.Count;
var maxDepthVertices = maxDepthFaces * 4;
var maxDepthIndices = maxDepthFaces * GetQuadBatchIndexCount();
var arrayBuffer = ArrayPool<Vector4>.Shared.Rent(maxDepthVertices);
// multiplied by 2 (it's a vector2 of bytes)
var arrayVIBuffer = ArrayPool<byte>.Shared.Rent(maxDepthVertices * 2);
var indexBuffer = ArrayPool<ushort>.Shared.Rent(maxDepthIndices);
var ai = 0;
var avi = 0;
var ii = 0;
var geometryFull = false;
var sharedBoundaryEdges = _occluderSharedBoundaryEdges;
var boundarySegments = _occluderBoundarySegments;
var visibleBoundaryVertices = _occluderVisibleBoundaryVertices;
var convexBoundaryVertices = _occluderConvexBoundaryVertices;
var sharedVertexEdges = _occluderSharedVertexEdges;
BuildVisibleBoundaryVertices(
boundarySegments,
sharedBoundaryEdges,
sourcePosition,
visibleBoundaryVertices);
bool TryWriteFaceOfBuffer(Vector4 vec)
{
if (ai + 4 > arrayBuffer.Length || ii + GetQuadBatchIndexCount() > indexBuffer.Length)
return false;
var aiBase = ai;
for (byte vi = 0; vi < 4; vi++)
{
arrayBuffer[ai++] = vec;
// generates the sequence:
// DddD
// HHhh
// deflection
arrayVIBuffer[avi++] = (byte)((((vi + 1) & 2) != 0) ? 0 : 255);
// height
arrayVIBuffer[avi++] = (byte)(((vi & 2) != 0) ? 0 : 255);
}
QuadBatchIndexWrite(indexBuffer, ref ii, (ushort)aiBase);
return true;
}
try
{
var renderEdges = CollectionsMarshal.AsSpan(_occluderRenderEdges);
var renderSharedEdges = CollectionsMarshal.AsSpan(_occluderRenderSharedEdges);
foreach (var entry in _occluderRenderEntries)
{
if (geometryFull || ai >= maxDepthVertices)
break;
var activeEdges = renderEdges.Slice(entry.EdgeOffset, entry.EdgeCount);
var activeSharedEdges = renderSharedEdges.Slice(entry.EdgeOffset, entry.EdgeCount);
for (var i = 0; i < activeEdges.Length; i++)
{
var edge = activeEdges[i];
/*
* Okay so essentially for occlusion you draw from edges in the viewport and project it out to the edge of the screen.
* In our case there are some exceptions where we don't in fact want to do that because it doesn't look good.
* e.g. connecting walls, but only sometimes like if not a corner, or only want to do that at specific angles.
* Hence you get the hell that is ShouldSuppressSharedOccluderEdge.
*
* A lot of this was implicitly handled before but now that we allow entirely arbitrary occluders
* this needs to be handled explicitly.
*
* If you know trig you'll be right mate.
*/
var suppressSharedEdge = ShouldSuppressSharedOccluderEdge(
i,
activeEdges,
activeSharedEdges,
visibleBoundaryVertices,
convexBoundaryVertices,
sharedVertexEdges,
sourcePosition);
if (suppressSharedEdge)
continue;
if (!TryWriteFaceOfBuffer(edge))
{
geometryFull = true;
break;
}
}
}
_occlusionDataLength = ii;
BindVertexArray(_occlusionVao.Handle);
CheckGlError();
_occlusionVbo.Reallocate(arrayBuffer.AsSpan(0, ai));
_occlusionVIVbo.Reallocate(arrayVIBuffer.AsSpan(0, avi));
_occlusionEbo.Reallocate(indexBuffer.AsSpan(0, ii));
}
finally
{
ArrayPool<Vector4>.Shared.Return(arrayBuffer);
ArrayPool<byte>.Shared.Return(arrayVIBuffer);
ArrayPool<ushort>.Shared.Return(indexBuffer);
}
}
private void RegenLightRts(Viewport viewport)
{
// All of these depend on screen size so they have to be re-created if it changes.
var lightMapSize = GetLightMapSize(viewport.Size);
var lightMapSizeQuart = GetLightMapSize(viewport.Size, true);
viewport.LightRenderTarget?.Dispose();
viewport.WallMaskRenderTarget?.Dispose();
viewport.WallBleedIntermediateRenderTarget1?.Dispose();
viewport.WallBleedIntermediateRenderTarget2?.Dispose();
var lightMapColorFormat = _hasGLFloatFramebuffers
? RenderTargetColorFormat.R11FG11FB10F
: RenderTargetColorFormat.Rgba8;
var lightMapSampleParameters = new TextureSampleParameters { Filter = true };
viewport.WallMaskRenderTarget = CreateRenderTarget(viewport.Size, RenderTargetColorFormat.R8,
name: $"{viewport.Name}-{nameof(viewport.WallMaskRenderTarget)}");
viewport.LightRenderTarget = (RenderTexture) CreateLightRenderTarget(lightMapSize,
$"{viewport.Name}-{nameof(viewport.LightRenderTarget)}");
viewport.LightBlurTarget = CreateRenderTarget(lightMapSize,
new RenderTargetFormatParameters(lightMapColorFormat),
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.LightBlurTarget)}");
viewport.WallBleedIntermediateRenderTarget1 = CreateRenderTarget(lightMapSizeQuart,
new RenderTargetFormatParameters(lightMapColorFormat),
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.WallBleedIntermediateRenderTarget1)}");
viewport.WallBleedIntermediateRenderTarget2 = CreateRenderTarget(lightMapSizeQuart,
new RenderTargetFormatParameters(lightMapColorFormat),
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.WallBleedIntermediateRenderTarget2)}");
}
private void RegenAllLightRts()
{
foreach (var viewportRef in _viewports.Values)
{
if (viewportRef.TryGetTarget(out var viewport))
{
RegenLightRts(viewport);
}
}
}
private Vector2i GetLightMapSize(Vector2i screenSize, bool furtherDivide = false)
{
var scale = _lightResolutionScale;
if (furtherDivide)
{
scale /= 2;
}
var w = (int)Math.Ceiling(screenSize.X * scale);
var h = (int)Math.Ceiling(screenSize.Y * scale);
return (w, h);
}
private void LightResolutionScaleChanged(float newValue)
{
_lightResolutionScale = newValue > 0.05f ? newValue : 0.05f;
RegenAllLightRts();
}
private void MaxShadowcastingLightsChanged(int newValue)
{
_maxShadowcastingLights = newValue;
DebugTools.Assert(_maxLights >= _maxShadowcastingLights);
// This guard is in place because otherwise the shadow FBO is initialized before GL is initialized.
if (!_shadowRenderTargetCanInitializeSafely)
return;
if (_shadowRenderTarget != null)
{
DeleteRenderTexture(_shadowRenderTarget.Handle);
}
// Shadow FBO.
_shadowRenderTarget = CreateRenderTarget((ShadowMapSize, _maxShadowcastingLights),
new RenderTargetFormatParameters(
_hasGLFloatFramebuffers ? RenderTargetColorFormat.RG32F : RenderTargetColorFormat.Rgba8, true),
new TextureSampleParameters { WrapMode = TextureWrapMode.Repeat, Filter = true },
nameof(_shadowRenderTarget));
}
private void SoftShadowsChanged(bool newValue)
{
_enableSoftShadows = newValue;
}
private void MaxOccludersChanged(int value)
{
_maxOccluders = Math.Max(value, 1024);
}
private void MaxLightsChanged(int value)
{
_maxLights = value;
_lightsToRenderList = new LightRenderData[value];
DebugTools.Assert(_maxLights >= _maxShadowcastingLights);
}
}
}