]> 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 a9edacfc3f9282ca6c1128d351c21712922494c7..921a1747875b4bf0b349042dac6aab26095cff84 100644 (file)
@@ -1,32 +1,34 @@
 #include <cmath>
 #include <cstdlib>
+#include "camera.h"
 #include "light.h"
-#include "matrix.h"
-#include "misc.h"
 #include "renderer.h"
 #include "scene.h"
 #include "shadowmap.h"
-#include "texgen.h"
-#include "texunit.h"
+#include "tests.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-ShadowMap::ShadowMap(unsigned s, const Renderable &r, const Light &l):
+ShadowMap::ShadowMap(unsigned s, 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);
        depth_buf.set_compare_func(LEQUAL);
        depth_buf.set_wrap(CLAMP_TO_EDGE);
-       depth_buf.storage(DEPTH_COMPONENT, size, size);
+       depth_buf.storage(DEPTH_COMPONENT, size, size, 1);
        fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
+       fbo.require_complete();
+
+       set_darkness(0.7);
 }
 
 void ShadowMap::set_target(const Vector3 &t, float r)
@@ -35,97 +37,81 @@ void ShadowMap::set_target(const Vector3 &t, float r)
        radius = r;
 }
 
-void ShadowMap::set_texture_unit(unsigned u)
+void ShadowMap::set_darkness(float d)
+{
+       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)
 {
-       unit = u;
+       if(b<0.0f)
+               throw invalid_argument("ShadowMap::set_depth_bias");
+
+       depth_bias = b;
+}
+
+void ShadowMap::setup_frame(Renderer &renderer)
+{
+       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 renderable.render(renderer, tag);
-
-       Vector4 lpos = light.get_position();
-       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;
-       }
-
-       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;
-       }
+               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
-       {
-               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;
-
-       renderer.escape();
-
-       {
-               MatrixStack::Push push_mv(MatrixStack::modelview());
-               MatrixStack::Push push_proj(MatrixStack::projection());
-
-               MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
-               MatrixStack::modelview() = matrix;
-
-               Bind bind_fbo(fbo, true);
-               fbo.clear(DEPTH_BUFFER_BIT);
-               renderable.render("shadow");
-       }
-
-       // Has side effect of changing the current unit
-       depth_buf.bind_to(unit);
-       float diam = radius*2;
-       TexGen tg_s, tg_t, tg_r;
-       tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
-       tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
-       tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size));
-       tg_s.bind_to(SCOORD);
-       tg_t.bind_to(TCOORD);
-       tg_r.bind_to(RCOORD);
-       TexUnit::activate(0);
-
-       renderable.render(renderer, tag);
-
-       Texture::unbind_from(unit);
-       TexGen::unbind_from(SCOORD);
-       TexGen::unbind_from(TCOORD);
-       TexGen::unbind_from(RCOORD);
-       TexUnit::activate(0);
+               shdata.uniform("shd_eye_matrix", shadow_matrix);
+
+       renderer.add_shader_data(shdata);
+       renderer.render(renderable, tag);
 }
 
 } // namespace GL