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Convert framebuffers and related functionality to new state management
[libs/gl.git] / source / effects / shadowmap.cpp
1 #include <cmath>
2 #include <cstdlib>
3 #include "camera.h"
4 #include "light.h"
5 #include "renderer.h"
6 #include "resources.h"
7 #include "scene.h"
8 #include "shadowmap.h"
9
10 using namespace std;
11
12 namespace Msp {
13 namespace GL {
14
15 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
16         Effect(r),
17         light(l),
18         shadow_caster(c),
19         sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
20 {
21         init(s);
22 }
23
24 ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
25         Effect(r),
26         light(l),
27         shadow_caster(r),
28         sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
29 {
30         init(s);
31 }
32
33 void ShadowMap::init(unsigned s)
34 {
35         size = s;
36         radius = 1;
37         depth_bias = 4;
38         rendered = false;
39
40         depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
41         fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
42
43         depth_test.enabled = true;
44         depth_test.compare = LEQUAL;
45
46         set_darkness(1.0f);
47         shdata.uniform("shd_world_matrix", Matrix());
48 }
49
50 void ShadowMap::set_target(const Vector3 &t, float r)
51 {
52         target = t;
53         radius = r;
54 }
55
56 void ShadowMap::set_darkness(float d)
57 {
58         if(d<0.0f || d>1.0f)
59                 throw invalid_argument("ShadowMap::set_darkness");
60
61         shdata.uniform("shadow_darkness", d);
62 }
63
64 void ShadowMap::set_depth_bias(float b)
65 {
66         if(b<0.0f)
67                 throw invalid_argument("ShadowMap::set_depth_bias");
68
69         depth_bias = b;
70 }
71
72 void ShadowMap::setup_frame(Renderer &renderer)
73 {
74         if(rendered)
75                 return;
76
77         rendered = true;
78         renderable.setup_frame(renderer);
79         shadow_caster.setup_frame(renderer);
80
81         shadow_camera.set_object_matrix(*light.get_matrix());
82         shadow_camera.set_position(target);
83         // TODO support point and spot lights with a frustum projection.
84         // Omnidirectional lights also need a cube shadow map.
85         shadow_camera.set_orthographic(radius*2, radius*2);
86         shadow_camera.set_depth_clip(-radius, radius);
87
88         shadow_matrix = shadow_camera.get_object_matrix();
89         shadow_matrix.scale(radius*2, radius*2, -radius*2);
90         shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
91         shadow_matrix.invert();
92
93         shdata.uniform("shd_world_matrix", shadow_matrix);
94
95         Renderer::Push push(renderer);
96         renderer.set_framebuffer(&fbo);
97         renderer.clear(DEPTH_BUFFER_BIT);
98         renderer.set_camera(shadow_camera);
99         renderer.set_depth_test(&depth_test);
100
101         renderer.render(shadow_caster);
102 }
103
104 void ShadowMap::finish_frame()
105 {
106         if(rendered)
107         {
108                 rendered = false;
109                 renderable.finish_frame();
110         }
111 }
112
113 void ShadowMap::render(Renderer &renderer, Tag tag) const
114 {
115         if(!enabled_passes.count(tag))
116                 return renderer.render(renderable, tag);
117
118         Renderer::Push _push_rend(renderer);
119
120         renderer.set_texture("shadow_map", &depth_buf, &sampler);
121         renderer.add_shader_data(shdata);
122         renderer.render(renderable, tag);
123 }
124
125 void ShadowMap::set_debug_name(const std::string &name)
126 {
127 #ifdef DEBUG
128         fbo.set_debug_name(name+" [FBO]");
129         shadow_camera.set_debug_name(name+".camera");
130         depth_buf.set_debug_name(name+"/depth.tex2d");
131         shdata.set_debug_name(name+" [UBO]");
132 #else
133         (void)name;
134 #endif
135 }
136
137 } // namespace GL
138 } // namespace Msp