+#include <msp/strings/format.h>
+#include "error.h"
#include "light.h"
+#include "lighting.h"
#include "renderer.h"
#include "resources.h"
#include "shadowmap.h"
namespace Msp {
namespace GL {
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l, Renderable &c):
Effect(r),
- size(s),
- light(l),
+ width(w),
+ height(h),
+ lighting(l),
shadow_caster(c),
sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
radius(1),
depth_bias(4),
+ darkness(1.0f),
rendered(false)
{
- depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
+ depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
set_darkness(1.0f);
- shdata.uniform("shd_world_matrix", Matrix());
+ for(unsigned i=0; i<4; ++i)
+ {
+ string base = format("shadows[%d]", i);
+ shdata.uniform(base+".enabled", 0);
+ shdata.uniform(base+".darkness", 1.0f);
+ shdata.uniform(base+".shd_world_matrix", Matrix());
+ shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f));
+ }
+}
+
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
+ ShadowMap(s, s, r, 0, c)
+{
+ add_light(l, s);
+}
+
+ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l, Renderable &c):
+ ShadowMap(w, h, r, &l, c)
+{ }
+
+void ShadowMap::add_light(const Light &light, unsigned s)
+{
+ 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;
+ }
+
+ lights.emplace_back();
+ ShadowedLight &sl = lights.back();
+ sl.light = &light;
+ sl.index = index;
+ sl.region = region;
+
+ string base = format("shadows[%d]", index);
+ shdata.uniform(base+".enabled", 1);
+ shdata.uniform(base+".darkness", darkness);
+
+ 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())
+ sl.shadow_camera.set_debug_name(format("%s/light%d.camera", debug_name, lights.size()-1));
+#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)
renderable.setup_frame(renderer);
shadow_caster.setup_frame(renderer);
- 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);
-
- 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();
-
- shdata.uniform("shd_world_matrix", shadow_matrix);
+ for(ShadowedLight &l: lights)
+ {
+ l.shadow_camera.set_object_matrix(*l.light->get_matrix());
+ l.shadow_camera.set_position(target);
+ // TODO support point and spot lights with a frustum projection.
+ // Omnidirectional lights also need a cube shadow map.
+ l.shadow_camera.set_orthographic(radius*2, radius*2);
+ l.shadow_camera.set_depth_clip(-radius, radius);
+
+ Matrix shadow_matrix = l.shadow_camera.get_object_matrix();
+ shadow_matrix.scale(radius*2, radius*2, -radius*2);
+ shadow_matrix.translate(-0.5, -0.5, depth_bias/l.region.width-0.5);
+ shadow_matrix.invert();
+
+ shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix);
+ }
- Renderer::Push push(renderer);
- renderer.set_framebuffer(&fbo);
- renderer.set_camera(shadow_camera);
+ for(ShadowedLight &l: lights)
+ {
+ Renderer::Push push(renderer);
+ renderer.set_framebuffer(&fbo);
+ renderer.set_viewport(&l.region);
+ renderer.set_scissor(&l.region);
+ renderer.set_camera(l.shadow_camera);
- renderer.render(shadow_caster);
+ renderer.render(shadow_caster);
+ }
}
void ShadowMap::finish_frame()
{
#ifdef DEBUG
fbo.set_debug_name(name+" [FBO]");
- shadow_camera.set_debug_name(name+".camera");
+ for(unsigned i=0; i<lights.size(); ++i)
+ lights[i].shadow_camera.set_debug_name(format("%s/light%d.camera", name, i));
depth_buf.set_debug_name(name+"/depth.tex2d");
shdata.set_debug_name(name+" [UBO]");
#else