X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=bc46f2c1b298827738a9db5c6d5140c1362edb50;hb=6a7510a74193ad442bfe82d8377606c3cb66e6b2;hp=5b2bacad4c4617ad7d617fd333edad7f5232f568;hpb=7cbe8cc9893fe14f889321bd55e78b0ed6503e23;p=libs%2Fgl.git diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 5b2bacad..bc46f2c1 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -1,11 +1,13 @@ #include #include +#include "camera.h" #include "light.h" #include "matrix.h" #include "misc.h" #include "renderer.h" #include "scene.h" #include "shadowmap.h" +#include "tests.h" #include "texunit.h" using namespace std; @@ -17,8 +19,9 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): Effect(r), size(s), light(l), - unit(3), - radius(1) + radius(1), + depth_bias(4), + rendered(false) { depth_buf.set_min_filter(LINEAR); depth_buf.set_compare_enabled(true); @@ -26,6 +29,9 @@ ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l): depth_buf.set_wrap(CLAMP_TO_EDGE); depth_buf.storage(DEPTH_COMPONENT, size, size); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); + fbo.require_complete(); + + set_darkness(0.7); } void ShadowMap::set_target(const Vector3 &t, float r) @@ -34,102 +40,103 @@ void ShadowMap::set_target(const Vector3 &t, float r) 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::render(Renderer &renderer, const Tag &tag) const +void ShadowMap::set_depth_bias(float b) { - if(!enabled_passes.count(tag)) - return renderable.render(renderer, tag); + if(b<0.0f) + throw invalid_argument("ShadowMap::set_depth_bias"); + + depth_bias = b; +} + +void ShadowMap::setup_frame() const +{ + if(rendered) + return; - Vector4 lpos = light.get_position(); + rendered = true; + renderable.setup_frame(); + + const Vector4 &lpos = light.get_position(); + Vector3 back; if(lpos.w) { /* XXX Not really proper way to support positional lights, but good enough when the light source is far away */ - lpos.x -= target.x; - lpos.y -= target.y; - lpos.z -= target.z; - float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y+lpos.z*lpos.z); - lpos.x /= d; - lpos.y /= d; - lpos.z /= d; + back = lpos.slice<3>(0)-target; } + else + back = lpos.slice<3>(0); + back.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; - } + Vector3 up; + if(abs(back.z)<0.99) + up = Vector3(0, 0, 1); 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; - } + 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); - renderer.escape(); + MatrixStack::Push push_mv(MatrixStack::modelview()); + MatrixStack::Push push_proj(MatrixStack::projection()); - { - 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; - MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius); - MatrixStack::modelview() = 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(); - Bind bind_fbo(fbo, true); - fbo.clear(DEPTH_BUFFER_BIT); - renderable.render("shadow"); - } + BindRestore bind_fbo(fbo); + 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::render(Renderer &renderer, const Tag &tag) const +{ + 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); - 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+0.5f }; - float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f }; - float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/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); - - renderable.render(renderer, tag); - - Texture::unbind_from(unit); - disable(GL_TEXTURE_GEN_S); - disable(GL_TEXTURE_GEN_T); - disable(GL_TEXTURE_GEN_R); - TexUnit::activate(0); + renderer.add_shader_data(shdata); + renderer.render(renderable, tag); } } // namespace GL