-#include <cmath>
-#include <cstdlib>
-#include "camera.h"
-#include "light.h"
+#include <msp/strings/format.h>
+#include "directionallight.h"
+#include "error.h"
+#include "lighting.h"
+#include "pointlight.h"
#include "renderer.h"
#include "resources.h"
-#include "scene.h"
#include "shadowmap.h"
using namespace std;
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
- Effect(r),
- size(s),
- light(l),
- shadow_caster(c),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
- radius(1),
- depth_bias(4),
- rendered(false)
-{
- depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &c, const Lighting *l):
+ Effect(c),
+ width(w),
+ height(h),
+ lighting(l),
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
+{
+ depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
- depth_test.enabled = true;
- depth_test.compare = LEQUAL;
-
set_darkness(1.0f);
- shdata.uniform("shd_world_matrix", Matrix());
+ for(unsigned i=0; i<6; ++i)
+ {
+ string base = format("shadows[%d]", i);
+ shdata.uniform(base+".type", 0);
+ shdata.uniform(base+".darkness", 1.0f);
+ shdata.uniform(base+".matrix_index", 0);
+ shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f));
+ shdata.uniform(base+".bias", 0.0f, 1.0f);
+ }
+
+ Matrix dummy_matrix;
+ shdata.uniform_array("shd_world_matrix", 1, &dummy_matrix);
+}
+
+ShadowMap::ShadowMap(unsigned s, Renderable &c, const DirectionalLight &l, Renderable &sc):
+ ShadowMap(s, s, c, 0)
+{
+ add_light(l, s, sc);
+}
+
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l):
+ ShadowMap(w, h, r, &l)
+{ }
+
+void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable &c)
+{
+ add_light(light, s, DIRECTIONAL, c);
+}
+
+void ShadowMap::add_light(const PointLight &light, unsigned s, Renderable &c)
+{
+ add_light(light, s, TETRAHEDRON, c);
+}
+
+void ShadowMap::add_light(const Light &light, unsigned s, ShadowType type, Renderable &c)
+{
+ if(!lighting && !lights.empty())
+ throw invalid_operation("ShadowMap::add_light");
+
+ int index = (lighting ? lighting->find_light_index(light) : 0);
+ if(index<0)
+ throw invalid_argument("ShadowMap::add_light");
+
+ Rect region(0, 0, s, s);
+ while(1)
+ {
+ int next_bottom = height;
+ int next_left = region.left;
+
+ int top = region.bottom+region.height;
+ int right = region.left+region.width;
+ for(const ShadowedLight &l: lights)
+ {
+ int l_top = l.region.bottom+l.region.height;
+ int l_right = l.region.left+l.region.width;
+ if(l_top>region.bottom)
+ next_bottom = min(next_bottom, l_top);
+
+ if(top>l.region.bottom && region.bottom<l_top && right>l.region.left && region.left<l_right)
+ next_left = max(next_left, l_right);
+ }
+
+ if(next_left==region.left)
+ break;
+ else if(next_left+region.width>width)
+ {
+ if(next_bottom+region.height>height)
+ throw invalid_operation("ShadowMap::add_light");
+ region.bottom = next_bottom;
+ region.left = 0;
+ }
+ else
+ region.left = next_left;
+ }
+
+ unsigned n_views = (type==TETRAHEDRON ? 4 : 1);
+
+ lights.emplace_back();
+ ShadowedLight &sl = lights.back();
+ sl.light = &light;
+ sl.index = index;
+ sl.region = region;
+ sl.type = type;
+ sl.view_index = views.size();
+ sl.shadow_caster = &c;
+
+ views.resize(views.size()+n_views);
+ for(unsigned i=0; i<n_views; ++i)
+ {
+ ShadowView &view = views[sl.view_index+i];
+ view.light_index = lights.size()-1;
+ view.face = i;
+
+ if(type==TETRAHEDRON)
+ {
+ if(i>0)
+ view.face_matrix = Matrix().rotate(Geometry::Angle<float>::from_turns((i-0.5f)/3.0f), Vector3(0, 0, 1))
+ .rotate(Geometry::Angle<float>::straight()-Geometry::acos<float>(1.0f/3.0f), Vector3(1, 0, 0));
+
+ float triangle_h = sqrt(0.75f)*2.0f;
+ float bottom = 0.5f/sqrt(0.75f);
+ float distance = (sqrt(2.0f/3.0f)-sqrt(3.0f/8.0f))*2.0f;
+ view.camera.set_field_of_view(Geometry::atan<float>(triangle_h/distance)*2.0f);
+ view.camera.set_aspect_ratio(1.0f/triangle_h);
+ view.camera.set_frustum_axis(0.0f, 1.0f-bottom/triangle_h);
+ view.camera.set_frustum_rotation(-Geometry::Angle<float>::from_turns(i/4.0f));
+ }
+ }
+
+ string base = format("shadows[%d]", index);
+ shdata.uniform(base+".type", static_cast<int>(type));
+ shdata.uniform(base+".darkness", darkness);
+ shdata.uniform(base+".matrix_index", static_cast<int>(sl.view_index));
+
+ float xf = static_cast<float>(region.left)/width;
+ float yf = static_cast<float>(region.bottom)/height;
+ float wf = static_cast<float>(region.width)/width;
+ float hf = static_cast<float>(region.height)/height;
+ shdata.uniform(base+".region", Vector4(xf, yf, wf, hf));
+
+#ifdef DEBUG
+ if(!debug_name.empty())
+ {
+ for(unsigned i=sl.view_index; i<views.size(); ++i)
+ views[i].camera.set_debug_name(format("%s/view%d.camera", debug_name, i));
+ }
+#endif
}
void ShadowMap::set_target(const Vector3 &t, float r)
if(d<0.0f || d>1.0f)
throw invalid_argument("ShadowMap::set_darkness");
- shdata.uniform("shadow_darkness", d);
+ darkness = d;
+ for(const ShadowedLight &l: lights)
+ shdata.uniform(format("shadows[%d].darkness", l.index), d);
}
void ShadowMap::set_depth_bias(float b)
return;
rendered = true;
- renderable.setup_frame(renderer);
- shadow_caster.setup_frame(renderer);
+ content.setup_frame(renderer);
+ for(const ShadowedLight &l: lights)
+ l.shadow_caster->setup_frame(renderer);
+
+ for(const ShadowedLight &l: lights)
+ {
+ string base = format("shadows[%d]", l.index);
+ if(l.type==DIRECTIONAL)
+ shdata.uniform(base+".bias", depth_bias/l.region.width, 0.0f);
+ else if(l.type==TETRAHEDRON)
+ {
+ float distance = (sqrt(2.0f/3.0f)-sqrt(3.0f/8.0f))*2.0f;
+ float bias = depth_bias*2.0f/(distance*l.region.width);
+ shdata.uniform(base+".bias", -1001.0f/999.0f, 1.0f-bias);
+ }
+ }
+
+ vector<Matrix> shadow_matrices;
+ shadow_matrices.reserve(views.size());
+ for(ShadowView &v: views)
+ {
+ const ShadowedLight &light = lights[v.light_index];
- shadow_camera.set_object_matrix(*light.get_matrix());
- shadow_camera.set_position(target);
- // TODO support point and spot lights with a frustum projection.
- // Omnidirectional lights also need a cube shadow map.
- shadow_camera.set_orthographic(radius*2, radius*2);
- shadow_camera.set_depth_clip(-radius, radius);
+ if(light.type==DIRECTIONAL)
+ {
+ v.camera.set_object_matrix(*light.light->get_matrix());
+ v.camera.set_position(target);
+ v.camera.set_orthographic(radius*2, radius*2);
+ v.camera.set_depth_clip(-radius, radius);
+ }
+ else if(light.type==TETRAHEDRON)
+ {
+ v.camera.set_object_matrix((*light.light->get_matrix())*v.face_matrix);
+ v.camera.set_depth_clip(radius/1000.0f, radius);
+ }
- shadow_matrix = shadow_camera.get_object_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();
+ Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f)).scale(0.5f);
+ shadow_matrices.push_back(to_texcoord*v.camera.get_projection_matrix()*v.camera.get_view_matrix());
+ }
+
+ shdata.uniform_array("shd_world_matrix", shadow_matrices.size(), shadow_matrices.data());
- shdata.uniform("shd_world_matrix", shadow_matrix);
+ for(const ShadowView &v: views)
+ {
+ const ShadowedLight &light = lights[v.light_index];
- Renderer::Push push(renderer);
- renderer.set_framebuffer(&fbo);
- renderer.clear(DEPTH_BUFFER_BIT);
- renderer.set_camera(shadow_camera);
- renderer.set_depth_test(&depth_test);
+ Renderer::Push push(renderer);
+ renderer.set_framebuffer(&fbo);
+ renderer.set_viewport(&light.region);
+ renderer.set_scissor(&light.region);
+ renderer.set_camera(v.camera);
- renderer.render(shadow_caster);
+ light.shadow_caster->render(renderer, (v.face>0 ? "noclear" : ""));
+ }
}
void ShadowMap::finish_frame()
if(rendered)
{
rendered = false;
- renderable.finish_frame();
+ content.finish_frame();
}
}
void ShadowMap::render(Renderer &renderer, Tag tag) const
{
- if(!enabled_passes.count(tag))
- return renderer.render(renderable, tag);
+ if(!is_enabled_for_method(tag))
+ return content.render(renderer, tag);
Renderer::Push _push_rend(renderer);
renderer.set_texture("shadow_map", &depth_buf, &sampler);
renderer.add_shader_data(shdata);
- renderer.render(renderable, tag);
+ content.render(renderer, tag);
}
void ShadowMap::set_debug_name(const string &name)
{
#ifdef DEBUG
fbo.set_debug_name(name+" [FBO]");
- shadow_camera.set_debug_name(name+".camera");
- depth_buf.set_debug_name(name+"/depth.tex2d");
+ for(unsigned i=0; i<views.size(); ++i)
+ views[i].camera.set_debug_name(format("%s/view%d.camera", name, i));
+ depth_buf.set_debug_name(name+"/depth.tex");
shdata.set_debug_name(name+" [UBO]");
#else
(void)name;
#endif
}
+
+ShadowMap *ShadowMap::Template::create(const map<string, Renderable *> &renderables) const
+{
+ Renderable *content = get_item(renderables, content_name);
+ if(!content || !lighting)
+ throw invalid_operation("ShadowMap::Template::create");
+
+ RefPtr<ShadowMap> shadow_map = new ShadowMap(width, height, *content, *lighting);
+ shadow_map->set_target(target, radius);
+ shadow_map->set_depth_bias(depth_bias);
+ shadow_map->set_darkness(darkness);
+
+ for(const ShadowedLight &l: lights)
+ {
+ Renderable *shadow_caster = get_item(renderables, l.shadow_caster_name);
+ if(!l.light || !shadow_caster)
+ throw invalid_operation("ShadowMap::Template::create");
+ if(const DirectionalLight *dir_light = dynamic_cast<const DirectionalLight *>(l.light))
+ shadow_map->add_light(*dir_light, l.size, *shadow_caster);
+ else if(const PointLight *point_light = dynamic_cast<const PointLight *>(l.light))
+ shadow_map->add_light(*point_light, l.size, *shadow_caster);
+ else
+ throw invalid_operation("ShadowMap::Template::create");
+ }
+
+ return shadow_map.release();
+}
+
+
+DataFile::Loader::ActionMap ShadowMap::Template::Loader::shared_actions;
+
+ShadowMap::Template::Loader::Loader(Template &t, Collection &c):
+ DerivedObjectLoader<Template, Effect::Template::Loader>(t, c)
+{
+ set_actions(shared_actions);
+}
+
+void ShadowMap::Template::Loader::init_actions()
+{
+ Effect::Template::Loader::init_actions();
+ add("darkness", &Template::darkness);
+ add("depth_bias", &Template::depth_bias);
+ add("light", &Loader::light);
+ add("lighting", &Template::lighting);
+ add("radius", &Template::radius);
+ add("size", &Loader::size_square);
+ add("size", &Template::width, &Template::height);
+ add("target", &Loader::target);
+}
+
+void ShadowMap::Template::Loader::light(const string &name)
+{
+ ShadowedLight light;
+ light.light = &get_collection().get<Light>(name);
+ load_sub(light);
+ obj.lights.push_back(light);
+}
+
+void ShadowMap::Template::Loader::size_square(unsigned s)
+{
+ obj.width = s;
+ obj.height = s;
+}
+
+void ShadowMap::Template::Loader::target(float x, float y, float z)
+{
+ obj.target = Vector3(x, y, z);
+}
+
+
+DataFile::Loader::ActionMap ShadowMap::Template::ShadowedLight::Loader::shared_actions;
+
+ShadowMap::Template::ShadowedLight::Loader::Loader(ShadowedLight &l):
+ ObjectLoader<ShadowedLight>(l)
+{
+ set_actions(shared_actions);
+}
+
+void ShadowMap::Template::ShadowedLight::Loader::init_actions()
+{
+ add("size", &ShadowedLight::size);
+ add("shadow_caster", &ShadowedLight::shadow_caster_name);
+}
+
} // namespace GL
} // namespace Msp