From: Mikko Rasa Date: Mon, 4 Oct 2021 17:09:08 +0000 (+0300) Subject: Refactor ShadowMap to support multiple lights X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=a2b0d155023ca23afe7848ae5d17e0f7bc328525 Refactor ShadowMap to support multiple lights --- diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index b393b2a0..dde09c12 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -57,8 +57,6 @@ void standard_transform() for(int i=0; i0 || shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1) + if(shadows[index].enabled==0) return 1.0; - float shadow_sample = texture(shadow_map, shadow_coord); - return mix(1.0, shadow_sample, shadow_darkness); + + vec3 shadow_coord = (shadows[index].shd_world_matrix*world_vertex).xyz; + if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1) + return 1.0; + + vec4 region = shadows[index].region; + float shadow_sample = texture(shadow_map, shadow_coord*vec3(region.zw, 1.0)+vec3(region.xy, 0.0)); + return mix(1.0, shadow_sample, shadows[index].darkness); } else return 1.0; diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index 39cf3c45..49dfa36d 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -1,4 +1,7 @@ +#include +#include "error.h" #include "light.h" +#include "lighting.h" #include "renderer.h" #include "resources.h" #include "shadowmap.h" @@ -8,22 +11,104 @@ using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): +ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l, Renderable &c): Effect(r), - size(s), - light(l), + width(w), + height(h), + lighting(l), shadow_caster(c), sampler(Resources::get_global().get("_linear_clamp_shadow.samp")), radius(1), depth_bias(4), + darkness(1.0f), rendered(false) { - depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); + depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1); fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F)); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); set_darkness(1.0f); - shdata.uniform("shd_world_matrix", Matrix()); + for(unsigned i=0; i<4; ++i) + { + string base = format("shadows[%d]", i); + shdata.uniform(base+".enabled", 0); + shdata.uniform(base+".darkness", 1.0f); + shdata.uniform(base+".shd_world_matrix", Matrix()); + shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f)); + } +} + +ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c): + ShadowMap(s, s, r, 0, c) +{ + add_light(l, s); +} + +ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l, Renderable &c): + ShadowMap(w, h, r, &l, c) +{ } + +void ShadowMap::add_light(const Light &light, unsigned s) +{ + if(!lighting && !lights.empty()) + throw invalid_operation("ShadowMap::add_light"); + + int index = (lighting ? lighting->find_light_index(light) : 0); + if(index<0) + throw invalid_argument("ShadowMap::add_light"); + + Rect region(0, 0, s, s); + while(1) + { + int next_bottom = height; + int next_left = region.left; + + int top = region.bottom+region.height; + int right = region.left+region.width; + for(const ShadowedLight &l: lights) + { + int l_top = l.region.bottom+l.region.height; + int l_right = l.region.left+l.region.width; + if(l_top>region.bottom) + next_bottom = min(next_bottom, l_top); + + if(top>l.region.bottom && region.bottoml.region.left && region.leftwidth) + { + if(next_bottom+region.height>height) + throw invalid_operation("ShadowMap::add_light"); + region.bottom = next_bottom; + region.left = 0; + } + else + region.left = next_left; + } + + lights.emplace_back(); + ShadowedLight &sl = lights.back(); + sl.light = &light; + sl.index = index; + sl.region = region; + + string base = format("shadows[%d]", index); + shdata.uniform(base+".enabled", 1); + shdata.uniform(base+".darkness", darkness); + + float xf = static_cast(region.left)/width; + float yf = static_cast(region.bottom)/height; + float wf = static_cast(region.width)/width; + float hf = static_cast(region.height)/height; + shdata.uniform(base+".region", Vector4(xf, yf, wf, hf)); + +#ifdef DEBUG + if(!debug_name.empty()) + sl.shadow_camera.set_debug_name(format("%s/light%d.camera", debug_name, lights.size()-1)); +#endif } void ShadowMap::set_target(const Vector3 &t, float r) @@ -37,7 +122,9 @@ void ShadowMap::set_darkness(float d) if(d<0.0f || d>1.0f) throw invalid_argument("ShadowMap::set_darkness"); - shdata.uniform("shadow_darkness", d); + darkness = d; + for(const ShadowedLight &l: lights) + shdata.uniform(format("shadows[%d].darkness", l.index), d); } void ShadowMap::set_depth_bias(float b) @@ -57,25 +144,33 @@ void ShadowMap::setup_frame(Renderer &renderer) renderable.setup_frame(renderer); shadow_caster.setup_frame(renderer); - shadow_camera.set_object_matrix(*light.get_matrix()); - shadow_camera.set_position(target); - // TODO support point and spot lights with a frustum projection. - // Omnidirectional lights also need a cube shadow map. - shadow_camera.set_orthographic(radius*2, radius*2); - shadow_camera.set_depth_clip(-radius, radius); - - shadow_matrix = shadow_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(); - - shdata.uniform("shd_world_matrix", shadow_matrix); + for(ShadowedLight &l: lights) + { + 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); + + Matrix shadow_matrix = l.shadow_camera.get_object_matrix(); + shadow_matrix.scale(radius*2, radius*2, -radius*2); + shadow_matrix.translate(-0.5, -0.5, depth_bias/l.region.width-0.5); + shadow_matrix.invert(); + + shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix); + } - Renderer::Push push(renderer); - renderer.set_framebuffer(&fbo); - renderer.set_camera(shadow_camera); + for(ShadowedLight &l: lights) + { + 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.render(shadow_caster); + renderer.render(shadow_caster); + } } void ShadowMap::finish_frame() @@ -103,7 +198,8 @@ void ShadowMap::set_debug_name(const string &name) { #ifdef DEBUG fbo.set_debug_name(name+" [FBO]"); - shadow_camera.set_debug_name(name+".camera"); + for(unsigned i=0; i lights; Renderable &shadow_caster; Framebuffer fbo; - Camera shadow_camera; - Matrix shadow_matrix; Texture2D depth_buf; const Sampler &sampler; Vector3 target; float radius; float depth_bias; + float darkness; ProgramData shdata; bool rendered; + std::string debug_name; + ShadowMap(unsigned, unsigned, Renderable &, const Lighting *, Renderable &); public: ShadowMap(unsigned, Renderable &, const Light &, Renderable &); + ShadowMap(unsigned, unsigned, Renderable &, const Lighting &, Renderable &); + + void add_light(const Light &, unsigned); /** Sets the ShadowMap target point and radius. The transformation matrix is computed so that a sphere with the specified parameters will be completely @@ -56,7 +71,6 @@ public: void set_depth_bias(float); const Texture2D &get_depth_texture() const { return depth_buf; } - const Matrix &get_shadow_matrix() const { return shadow_matrix; } virtual void setup_frame(Renderer &); virtual void finish_frame(); diff --git a/source/materials/lighting.cpp b/source/materials/lighting.cpp index cd04d1b4..11373504 100644 --- a/source/materials/lighting.cpp +++ b/source/materials/lighting.cpp @@ -69,6 +69,12 @@ void Lighting::detach(const Light &l) } } +int Lighting::find_light_index(const Light &l) const +{ + auto i = find_member(lights, &l, &AttachedLight::light); + return (i!=lights.end() ? i-lights.begin() : -1); +} + const ProgramData &Lighting::get_shader_data() const { for(unsigned i=0; i