#include "directionallight.h"
#include "error.h"
#include "lighting.h"
+#include "pointlight.h"
#include "renderer.h"
#include "resources.h"
#include "shadowmap.h"
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l):
- Effect(r),
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &c, const Lighting *l):
+ Effect(c),
width(w),
height(h),
lighting(l),
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
set_darkness(1.0f);
- for(unsigned i=0; i<4; ++i)
+ 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);
+ 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 &r, const DirectionalLight &l, Renderable &c):
- ShadowMap(s, s, r, 0)
+ShadowMap::ShadowMap(unsigned s, Renderable &c, const DirectionalLight &l, Renderable &sc):
+ ShadowMap(s, s, c, 0)
{
- add_light(l, s, c);
+ add_light(l, s, sc);
}
ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l):
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())
region.left = next_left;
}
+ unsigned n_views = (type==TETRAHEDRON ? 4 : 1);
+
lights.emplace_back();
ShadowedLight &sl = lights.back();
sl.light = &light;
sl.view_index = views.size();
sl.shadow_caster = &c;
- views.emplace_back();
- ShadowView &view = views[sl.view_index];
- view.light_index = lights.size()-1;
- view.face = 0;
+ 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));
return;
rendered = true;
- renderable.setup_frame(renderer);
+ content.setup_frame(renderer);
for(const ShadowedLight &l: lights)
l.shadow_caster->setup_frame(renderer);
{
string base = format("shadows[%d]", l.index);
if(l.type==DIRECTIONAL)
- shdata.uniform(base+".bias", depth_bias/l.region.width);
+ 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;
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);
+ }
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());
renderer.set_scissor(&light.region);
renderer.set_camera(v.camera);
- renderer.render(*light.shadow_caster, (v.face>0 ? "noclear" : ""));
+ light.shadow_caster->render(renderer, (v.face>0 ? "noclear" : ""));
}
}
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)
#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