From: Mikko Rasa Date: Mon, 11 Oct 2021 12:57:50 +0000 (+0300) Subject: Refactor ShadowMap to allow different types of lights X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=bace0b24414abc7b3ba46df3a9fd7408d7479a5e Refactor ShadowMap to allow different types of lights Omnidirectional lights will need more than one view per light. --- diff --git a/shaderlib/shadow.glsl b/shaderlib/shadow.glsl index 52cd7c13..2fa1fd81 100644 --- a/shaderlib/shadow.glsl +++ b/shaderlib/shadow.glsl @@ -2,15 +2,16 @@ import msp_interface; struct ShadowParameters { - int enabled; + int type; float darkness; - mat4 shd_world_matrix; + int matrix_index; vec4 region; }; uniform ShadowMap { ShadowParameters shadows[max_lights]; + mat4 shd_world_matrix[max_lights]; }; uniform sampler2DShadow shadow_map; @@ -22,10 +23,13 @@ virtual float get_shadow_factor(int index, vec4 world_pos) { if(use_shadow_map) { - if(shadows[index].enabled==0) + int type = shadows[index].type; + vec3 shadow_coord; + if(type==1) + shadow_coord = (shd_world_matrix[shadows[index].matrix_index]*world_pos).xyz; + else return 1.0; - vec3 shadow_coord = (shadows[index].shd_world_matrix*world_pos).xyz; if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1) return 1.0; 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 lights; + std::vector views; Framebuffer fbo; Texture2D depth_buf; const Sampler &sampler; @@ -54,7 +69,10 @@ public: ShadowMap(unsigned, unsigned, Renderable &, const Lighting &); void add_light(const DirectionalLight &, unsigned, Renderable &); +private: + void add_light(const Light &, unsigned, ShadowType, Renderable &); +public: /** Sets the ShadowMap target point and radius. The transformation matrix is computed so that a sphere with the specified parameters will be completely covered by the ShadowMap. */