-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <cmath>
#include <cstdlib>
+#include "camera.h"
#include "light.h"
#include "matrix.h"
#include "misc.h"
-#include "projection.h"
+#include "renderer.h"
#include "scene.h"
#include "shadowmap.h"
+#include "tests.h"
#include "texunit.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l):
+ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ Effect(r),
size(s),
- scene(c),
light(l),
- unit(3),
- radius(1)
+ radius(1),
+ depth_bias(4),
+ rendered(false)
{
depth_buf.set_min_filter(LINEAR);
- depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
- depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
- depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ depth_buf.set_compare_enabled(true);
+ depth_buf.set_compare_func(LEQUAL);
+ depth_buf.set_wrap(CLAMP_TO_EDGE);
+ depth_buf.storage(DEPTH_COMPONENT, size, size);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- draw_buffer(NO_BUFFER);
- Framebuffer::unbind();
- Texture::unbind();
+ fbo.require_complete();
+
+ set_darkness(0.7);
}
void ShadowMap::set_target(const Vector3 &t, float r)
{
- target=t;
- radius=r;
+ target = t;
+ radius = r;
}
-void ShadowMap::set_texture_unit(unsigned u)
+void ShadowMap::set_darkness(float d)
{
- unit=u;
+ if(d<0.0f || d>1.0f)
+ throw invalid_argument("ShadowMap::set_darkness");
+
+ shdata.uniform("shadow_darkness", d);
}
-void ShadowMap::prepare()
+void ShadowMap::set_depth_bias(float b)
{
- const Vector4 &lpos=light.get_position();
- if(lpos.w)
- throw Exception("Non-directional lights not supported at the moment");
+ if(b<0.0f)
+ throw invalid_argument("ShadowMap::set_depth_bias");
+
+ depth_bias = b;
+}
- float matrix[16];
- if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
+void ShadowMap::setup_frame() const
+{
+ if(rendered)
+ return;
+
+ rendered = true;
+ renderable.setup_frame();
+
+ const Vector4 &lpos = light.get_position();
+ Vector3 back;
+ if(lpos.w)
{
- float d=sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
- matrix[0]=lpos.z/d;
- matrix[4]=0;
- matrix[8]=-lpos.x/d;
- matrix[1]=-lpos.x*lpos.y/d;
- matrix[5]=d;
- matrix[9]=-lpos.z*lpos.y/d;
+ /* XXX Not really proper way to support positional lights, but good
+ enough when the light source is far away */
+ back = lpos.slice<3>(0)-target;
}
else
- {
- float d=sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
- matrix[0]=-lpos.y/d;
- matrix[4]=lpos.x/d;
- matrix[8]=0;
- matrix[1]=-lpos.x*lpos.z/d;
- matrix[5]=-lpos.y*lpos.z/d;
- matrix[9]=d;
- }
+ back = lpos.slice<3>(0);
+ back.normalize();
+
+ Vector3 up;
+ if(abs(back.z)<0.99)
+ up = Vector3(0, 0, 1);
+ else
+ up = Vector3(0, 1, 0);
- matrix[2]=lpos.x;
- matrix[6]=lpos.y;
- matrix[10]=lpos.z;
+ Vector3 right = normalize(cross(up, back));
- matrix[12]=-(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
- matrix[13]=-(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
- matrix[14]=-(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
- matrix[3]=0;
- matrix[7]=0;
- matrix[11]=0;
- matrix[15]=1;
+ Vector4 columns[4];
+ columns[0] = compose(right, 0.0f);
+ columns[1] = compose(normalize(cross(back, right)), 0.0f);
+ columns[2] = compose(back, 0.0f);
+ columns[3] = compose(target, 1.0f);
+ light_matrix = Matrix::from_columns(columns);
+ view_matrix = invert(light_matrix);
- {
- matrix_mode(PROJECTION);
- push_matrix();
- load_identity();
- ortho(-radius, radius, -radius, radius, -radius, radius);
- matrix_mode(MODELVIEW);
- push_matrix();
- load_matrix(matrix);
-
- const Framebuffer *old_fbo=Framebuffer::current();
- fbo.bind();
- clear(DEPTH_BUFFER_BIT);
- scene.render("shadow");
-
- matrix_mode(PROJECTION);
- pop_matrix();
- matrix_mode(MODELVIEW);
- pop_matrix();
- if(old_fbo)
- old_fbo->bind();
- else
- Framebuffer::unbind();
- }
+ MatrixStack::Push push_mv(MatrixStack::modelview());
+ MatrixStack::Push push_proj(MatrixStack::projection());
+
+ MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
+ MatrixStack::modelview() = view_matrix;
+
+ shadow_matrix = light_matrix;
+ shadow_matrix.scale(radius*2, radius*2, -radius*2);
+ shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
+ shadow_matrix.invert();
+
+ BindRestore bind_fbo(fbo);
+ Bind bind_depth(DepthTest::lequal());
+ fbo.clear(DEPTH_BUFFER_BIT);
+ renderable.render("shadow");
+}
- depth_buf.bind_to(unit);
- float diam=radius*2;
- float s_eq[4]={ matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5 };
- float t_eq[4]={ matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5 };
- float r_eq[4]={ -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5-matrix[14]/diam-4.0/size };
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
- enable(GL_TEXTURE_GEN_S);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
- enable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
- enable(GL_TEXTURE_GEN_R);
-
- TexUnit::activate(0);
+void ShadowMap::finish_frame() const
+{
+ renderable.finish_frame();
+ rendered = false;
}
-void ShadowMap::cleanup()
+void ShadowMap::render(Renderer &renderer, const Tag &tag) const
{
- TexUnit::activate(unit);
- Texture::unbind();
- disable(GL_TEXTURE_GEN_S);
- disable(GL_TEXTURE_GEN_T);
- disable(GL_TEXTURE_GEN_R);
- TexUnit::activate(0);
+ if(!enabled_passes.count(tag))
+ return renderer.render(renderable, tag);
+
+ Renderer::Push _push_rend(renderer);
+
+ unsigned unit = renderer.allocate_effect_texunit();
+ int iunit = unit;
+ shdata.uniform("shadow", iunit);
+
+ Bind _bind_depth(depth_buf, unit);
+
+ if(const Camera *camera = renderer.get_camera())
+ /* Multiply by camera's object matrix to form a matrix that transforms
+ from eye space to shadow space. */
+ shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix());
+ else
+ shdata.uniform("shd_eye_matrix", shadow_matrix);
+
+ renderer.add_shader_data(shdata);
+ renderer.render(renderable, tag);
}
} // namespace GL