]> git.tdb.fi Git - libs/gl.git/blobdiff - source/effects/shadowmap.cpp
Support effects and subordinate sequences inside sequence templates
[libs/gl.git] / source / effects / shadowmap.cpp
index 4cc0475d3e6ad79fae9d207755161ffba3826503..27b695443341c860337242d5c2908d0479b502d7 100644 (file)
@@ -2,6 +2,7 @@
 #include "directionallight.h"
 #include "error.h"
 #include "lighting.h"
+#include "pointlight.h"
 #include "renderer.h"
 #include "resources.h"
 #include "shadowmap.h"
@@ -30,6 +31,7 @@ ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l):
                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, 1.0f);
        }
 
        Matrix dummy_matrix;
@@ -51,6 +53,11 @@ void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable
        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())
@@ -92,6 +99,8 @@ void ShadowMap::add_light(const Light &light, unsigned s, ShadowType type, Rende
                        region.left = next_left;
        }
 
+       unsigned n_views = (type==TETRAHEDRON ? 4 : 1);
+
        lights.emplace_back();
        ShadowedLight &sl = lights.back();
        sl.light = &light;
@@ -101,10 +110,28 @@ void ShadowMap::add_light(const Light &light, unsigned s, ShadowType type, Rende
        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));
@@ -160,6 +187,19 @@ void ShadowMap::setup_frame(Renderer &renderer)
        for(const ShadowedLight &l: lights)
                l.shadow_caster->setup_frame(renderer);
 
+       for(const ShadowedLight &l: lights)
+       {
+               string base = format("shadows[%d]", l.index);
+               if(l.type==DIRECTIONAL)
+                       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;
        shadow_matrices.reserve(views.size());
        for(ShadowView &v: views)
@@ -173,8 +213,13 @@ void ShadowMap::setup_frame(Renderer &renderer)
                        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-depth_bias/light.region.width)).scale(0.5f);
+               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());
        }
 
@@ -205,7 +250,7 @@ void ShadowMap::finish_frame()
 
 void ShadowMap::render(Renderer &renderer, Tag tag) const
 {
-       if(!enabled_passes.count(tag))
+       if(!enabled_methods.count(tag))
                return renderer.render(renderable, tag);
 
        Renderer::Push _push_rend(renderer);
@@ -228,5 +273,89 @@ 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