1 #include <msp/strings/format.h>
2 #include "directionallight.h"
14 ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l):
19 sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
21 depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
22 fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
23 fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
26 for(unsigned i=0; i<4; ++i)
28 string base = format("shadows[%d]", i);
29 shdata.uniform(base+".enabled", 0);
30 shdata.uniform(base+".darkness", 1.0f);
31 shdata.uniform(base+".shd_world_matrix", Matrix());
32 shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f));
36 ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c):
42 ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l):
43 ShadowMap(w, h, r, &l)
46 void ShadowMap::add_light(const DirectionalLight &light, unsigned s, Renderable &c)
48 if(!lighting && !lights.empty())
49 throw invalid_operation("ShadowMap::add_light");
51 int index = (lighting ? lighting->find_light_index(light) : 0);
53 throw invalid_argument("ShadowMap::add_light");
55 Rect region(0, 0, s, s);
58 int next_bottom = height;
59 int next_left = region.left;
61 int top = region.bottom+region.height;
62 int right = region.left+region.width;
63 for(const ShadowedLight &l: lights)
65 int l_top = l.region.bottom+l.region.height;
66 int l_right = l.region.left+l.region.width;
67 if(l_top>region.bottom)
68 next_bottom = min(next_bottom, l_top);
70 if(top>l.region.bottom && region.bottom<l_top && right>l.region.left && region.left<l_right)
71 next_left = max(next_left, l_right);
74 if(next_left==region.left)
76 else if(next_left+region.width>width)
78 if(next_bottom+region.height>height)
79 throw invalid_operation("ShadowMap::add_light");
80 region.bottom = next_bottom;
84 region.left = next_left;
87 lights.emplace_back();
88 ShadowedLight &sl = lights.back();
92 sl.shadow_caster = &c;
94 string base = format("shadows[%d]", index);
95 shdata.uniform(base+".enabled", 1);
96 shdata.uniform(base+".darkness", darkness);
98 float xf = static_cast<float>(region.left)/width;
99 float yf = static_cast<float>(region.bottom)/height;
100 float wf = static_cast<float>(region.width)/width;
101 float hf = static_cast<float>(region.height)/height;
102 shdata.uniform(base+".region", Vector4(xf, yf, wf, hf));
105 if(!debug_name.empty())
106 sl.shadow_camera.set_debug_name(format("%s/light%d.camera", debug_name, lights.size()-1));
110 void ShadowMap::set_target(const Vector3 &t, float r)
116 void ShadowMap::set_darkness(float d)
119 throw invalid_argument("ShadowMap::set_darkness");
122 for(const ShadowedLight &l: lights)
123 shdata.uniform(format("shadows[%d].darkness", l.index), d);
126 void ShadowMap::set_depth_bias(float b)
129 throw invalid_argument("ShadowMap::set_depth_bias");
134 void ShadowMap::setup_frame(Renderer &renderer)
140 renderable.setup_frame(renderer);
141 for(const ShadowedLight &l: lights)
142 l.shadow_caster->setup_frame(renderer);
144 for(ShadowedLight &l: lights)
146 l.shadow_camera.set_object_matrix(*l.light->get_matrix());
147 l.shadow_camera.set_position(target);
148 // TODO support point and spot lights with a frustum projection.
149 // Omnidirectional lights also need a cube shadow map.
150 l.shadow_camera.set_orthographic(radius*2, radius*2);
151 l.shadow_camera.set_depth_clip(-radius, radius);
153 Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/l.region.width)).scale(0.5f);
154 Matrix shadow_matrix = to_texcoord*l.shadow_camera.get_projection_matrix()*l.shadow_camera.get_view_matrix();
156 shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix);
159 for(ShadowedLight &l: lights)
161 Renderer::Push push(renderer);
162 renderer.set_framebuffer(&fbo);
163 renderer.set_viewport(&l.region);
164 renderer.set_scissor(&l.region);
165 renderer.set_camera(l.shadow_camera);
167 renderer.render(*light.shadow_caster);
171 void ShadowMap::finish_frame()
176 renderable.finish_frame();
180 void ShadowMap::render(Renderer &renderer, Tag tag) const
182 if(!enabled_passes.count(tag))
183 return renderer.render(renderable, tag);
185 Renderer::Push _push_rend(renderer);
187 renderer.set_texture("shadow_map", &depth_buf, &sampler);
188 renderer.add_shader_data(shdata);
189 renderer.render(renderable, tag);
192 void ShadowMap::set_debug_name(const string &name)
195 fbo.set_debug_name(name+" [FBO]");
196 for(unsigned i=0; i<lights.size(); ++i)
197 lights[i].shadow_camera.set_debug_name(format("%s/light%d.camera", name, i));
198 depth_buf.set_debug_name(name+"/depth.tex");
199 shdata.set_debug_name(name+" [UBO]");