X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=91c056fe147cc4c994100b5a1aa1e2ec8534c730;hb=fa5b232a16e11d7950e80764497f0167ec9e3b41;hp=5f66d8984279ce55f9cfc98fcf2298d34fa31337;hpb=98c810b6d2256aa65986bbde12c38917678121bb;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 5f66d898..91c056fe 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,18 +1,13 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include #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 "texgen.h" #include "texunit.h" using namespace std; @@ -20,127 +15,157 @@ 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); + set_texture_unit(3); } void ShadowMap::set_target(const Vector3 &t, float r) { - target=t; - radius=r; + target = t; + radius = r; +} + +void ShadowMap::set_darkness(float d) +{ + if(d<0.0f || d>1.0f) + throw invalid_argument("ShadowMap::set_darkness"); + + shdata.uniform("shadow_darkness", d); +} + +void ShadowMap::set_depth_bias(float b) +{ + if(b<0.0f) + throw invalid_argument("ShadowMap::set_depth_bias"); + + depth_bias = b; } void ShadowMap::set_texture_unit(unsigned u) { - unit=u; + unit = u; + + int i = unit; + shdata.uniform("shadow", i); + shdata.uniform("shadow_unit", i); } -void ShadowMap::prepare() +void ShadowMap::setup_frame() const { - const Vector4 &lpos=light.get_position(); + if(rendered) + return; + + renderable.setup_frame(); + rendered = true; + + Vector4 lpos = light.get_position(); + if(lpos.w) - throw Exception("Non-directional lights not supported at the moment"); + { + /* XXX Not really proper way to support positional lights, but good + enough when the light source is far away */ + lpos -= Vector4(target.x, target.y, target.z, 1.0f); + } + + lpos.normalize(); float matrix[16]; if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y)) { - 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; + 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; } 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; + 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; } - matrix[2]=lpos.x; - matrix[6]=lpos.y; - matrix[10]=lpos.z; + matrix[2] = lpos.x; + matrix[6] = lpos.y; + matrix[10] = lpos.z; - 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; + 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; - { - 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(); - } + light_matrix = matrix; - 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); + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - TexUnit::activate(0); + MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); + MatrixStack::modelview() = light_matrix; + + Bind bind_fbo(fbo, true); + Bind bind_depth(DepthTest::lequal()); + fbo.clear(DEPTH_BUFFER_BIT); + renderable.render("shadow"); +} + +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); + if(!enabled_passes.count(tag)) + return renderer.render(renderable, tag); + + const float *matrix = light_matrix.data(); + + // Has side effect of changing the current unit + depth_buf.bind_to(unit); + float diam = radius*2; + TexGen tg_s, tg_t, tg_r; + tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f)); + tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f)); + tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size)); + tg_s.bind_to(SCOORD); + tg_t.bind_to(TCOORD); + tg_r.bind_to(RCOORD); + TexUnit::activate(0); + + Renderer::Push _push_rend(renderer); + renderer.add_shader_data(shdata); + renderer.render(renderable, tag); + + Texture::unbind_from(unit); + TexGen::unbind_from(SCOORD); + TexGen::unbind_from(TCOORD); + TexGen::unbind_from(RCOORD); TexUnit::activate(0); }