X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=4cc0475d3e6ad79fae9d207755161ffba3826503;hp=74dad5e78b74fb6d32505008ca2ecf15d262600b;hb=bace0b24414abc7b3ba46df3a9fd7408d7479a5e;hpb=cdedbb34eff07f188c536167592958e315d53a9b diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 74dad5e7..4cc0475d 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -26,11 +26,14 @@ ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l): for(unsigned i=0; i<4; ++i) { string base = format("shadows[%d]", i); - shdata.uniform(base+".enabled", 0); + shdata.uniform(base+".type", 0); shdata.uniform(base+".darkness", 1.0f); - shdata.uniform(base+".shd_world_matrix", Matrix()); + shdata.uniform(base+".matrix_index", 0); shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f)); } + + Matrix dummy_matrix; + shdata.uniform_array("shd_world_matrix", 1, &dummy_matrix); } ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c): @@ -44,6 +47,11 @@ ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l): { } void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable &c) +{ + add_light(light, s, DIRECTIONAL, c); +} + +void ShadowMap::add_light(const Light &light, unsigned s, ShadowType type, Renderable &c) { if(!lighting && !lights.empty()) throw invalid_operation("ShadowMap::add_light"); @@ -89,11 +97,19 @@ void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable sl.light = &light; sl.index = index; sl.region = region; + sl.type = type; + 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; + string base = format("shadows[%d]", index); - shdata.uniform(base+".enabled", 1); + shdata.uniform(base+".type", static_cast(type)); shdata.uniform(base+".darkness", darkness); + shdata.uniform(base+".matrix_index", static_cast(sl.view_index)); float xf = static_cast(region.left)/width; float yf = static_cast(region.bottom)/height; @@ -103,7 +119,10 @@ void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable #ifdef DEBUG if(!debug_name.empty()) - sl.shadow_camera.set_debug_name(format("%s/light%d.camera", debug_name, lights.size()-1)); + { + for(unsigned i=sl.view_index; isetup_frame(renderer); - for(ShadowedLight &l: lights) + vector shadow_matrices; + shadow_matrices.reserve(views.size()); + for(ShadowView &v: views) { - 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); + const ShadowedLight &light = lights[v.light_index]; - Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/l.region.width)).scale(0.5f); - Matrix shadow_matrix = to_texcoord*l.shadow_camera.get_projection_matrix()*l.shadow_camera.get_view_matrix(); + if(light.type==DIRECTIONAL) + { + v.camera.set_object_matrix(*light.light->get_matrix()); + v.camera.set_position(target); + v.camera.set_orthographic(radius*2, radius*2); + v.camera.set_depth_clip(-radius, radius); + } - shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix); + Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/light.region.width)).scale(0.5f); + shadow_matrices.push_back(to_texcoord*v.camera.get_projection_matrix()*v.camera.get_view_matrix()); } - for(ShadowedLight &l: lights) + shdata.uniform_array("shd_world_matrix", shadow_matrices.size(), shadow_matrices.data()); + + for(const ShadowView &v: views) { + const ShadowedLight &light = lights[v.light_index]; + 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.set_viewport(&light.region); + renderer.set_scissor(&light.region); + renderer.set_camera(v.camera); - renderer.render(*light.shadow_caster); + renderer.render(*light.shadow_caster, (v.face>0 ? "noclear" : "")); } } @@ -193,8 +219,8 @@ void ShadowMap::set_debug_name(const string &name) { #ifdef DEBUG fbo.set_debug_name(name+" [FBO]"); - for(unsigned i=0; i