]> git.tdb.fi Git - libs/gl.git/blobdiff - source/shadowmap.cpp
Make ambient occlusion edge detection threshold adjustable
[libs/gl.git] / source / shadowmap.cpp
index 9b27ba08d5a5f9e7fff423a1544aaafe827c9018..921a1747875b4bf0b349042dac6aab26095cff84 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <cmath>
 #include <cstdlib>
+#include "camera.h"
 #include "light.h"
-#include "matrix.h"
-#include "misc.h"
-#include "projection.h"
+#include "renderer.h"
 #include "scene.h"
 #include "shadowmap.h"
-#include "texunit.h"
+#include "tests.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-ShadowMap::ShadowMap(unsigned s, const Scene &c, const Light &l):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l):
+       Effect(r),
        size(s),
-       scene(c),
        light(l),
-       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, 1);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
-       glDrawBuffer(GL_NONE);
-       Framebuffer::unbind();
-       Texture::unbind();
+       fbo.require_complete();
+
+       set_darkness(0.7);
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
 {
-       target=t;
-       radius=r;
+       target = t;
+       radius = r;
 }
 
-void ShadowMap::prepare()
+void ShadowMap::set_darkness(float d)
 {
-       const Vector4 &lpos=light.get_position();
-       if(lpos.w)
-               throw Exception("Non-directional lights not supported at the moment");
-
-       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;
-       }
-       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;
-       }
-
-       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_mode(PROJECTION);
-               push_matrix();
-               load_identity();
-               ortho(-radius, radius, -radius, radius, -radius, radius);
-               matrix_mode(MODELVIEW);
-               push_matrix();
-               load_matrix(matrix);
-
-               Bind _bind_fbo(fbo);
-               glViewport(0, 0, size, size);
-               glClear(GL_DEPTH_BUFFER_BIT);
-               scene.render();
-
-               matrix_mode(PROJECTION);
-               pop_matrix();
-               matrix_mode(MODELVIEW);
-               pop_matrix();
-       }
-
-       depth_buf.bind_to(3);
-       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);
-
-       TexUnit::activate(0);
+       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::cleanup()
+void ShadowMap::setup_frame(Renderer &renderer)
 {
-       TexUnit::activate(3);
-       Texture::unbind();
-       disable(GL_TEXTURE_GEN_S);
-       disable(GL_TEXTURE_GEN_T);
-       disable(GL_TEXTURE_GEN_R);
-       TexUnit::activate(0);
+       if(rendered)
+               return;
+
+       rendered = true;
+       renderable.setup_frame(renderer);
+
+       Camera camera;
+       camera.set_object_matrix(*light.get_matrix());
+       camera.set_position(target);
+       // TODO support point and spot lights with a frustum projection.
+       // Omnidirectional lights also need a cube shadow map.
+       camera.set_orthographic(radius*2, radius*2);
+       camera.set_depth_clip(-radius, radius);
+
+       shadow_matrix = 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();
+
+       BindRestore bind_fbo(fbo);
+       Bind bind_depth(DepthTest::lequal());
+       fbo.clear(DEPTH_BUFFER_BIT);
+
+       Renderer::Push push(renderer);
+       renderer.set_camera(camera);
+
+       renderer.render(renderable, "shadow");
+}
+
+void ShadowMap::finish_frame()
+{
+       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);
+
+       renderer.add_shader_data(shdata);
+       renderer.render(renderable, tag);
 }
 
 } // namespace GL