X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.h;fp=source%2Feffects%2Fshadowmap.h;h=da76062833c745a487549df4a2a88e265f70cf2c;hp=502480122fc68354e45c85adec5b8a3d22c328de;hb=190a7e11237351f6b730c28f7b16f183e8adc69c;hpb=be6ffe96ecb4707599fe1a6f620c348760213d46 diff --git a/source/effects/shadowmap.h b/source/effects/shadowmap.h index 50248012..da760628 100644 --- a/source/effects/shadowmap.h +++ b/source/effects/shadowmap.h @@ -17,10 +17,17 @@ class Light; class PointLight; /** -Creates shadows on a renderable through a shadow map texture. In the setup -phase, the scene is rendered to a depth texture from the point of view of the -lightsource. This texture is then used in the rendering phase together with -texture coordinate generation to determine whether each fragment is lit. +Creates a depth texture which can be used to add shadows to a renderable. + +In the setup phase, the scene is rendered from the point of view of the light +source and the depth values are recorded. This texture can be used by shaders +to determine if the light can reach a particular position. + +A shadow map can be created as an atlas, containing multiple lights in the same +depth texture. Each light is automatically allocated a region of the texture +and region information is added to the uniform values. + +The shader fragment shadow.glsl provides interfaces to access the shadow map. */ class ShadowMap: public Effect { @@ -115,30 +122,40 @@ private: std::string debug_name; ShadowMap(unsigned, unsigned, Renderable &, const Lighting *); + public: - ShadowMap(unsigned, Renderable &, const DirectionalLight &, Renderable &); - ShadowMap(unsigned, unsigned, Renderable &, const Lighting &); + /** Creates a shadow map for a single light. */ + ShadowMap(unsigned size, Renderable &content, const DirectionalLight &, Renderable &caster); + + /** Creates a shadow map atlas, to which multiple lights can be added. */ + ShadowMap(unsigned width, unsigned height, Renderable &, const Lighting &); + + /** Adds a directional light. The shadow map is rendered using an + orthogonal projection. */ + void add_light(const DirectionalLight &, unsigned size, Renderable &caster); - void add_light(const DirectionalLight &, unsigned, Renderable &); - void add_light(const PointLight &, unsigned, Renderable &); + /** Adds a point light. The shadow map is rendered using a perspective + projection, with four views in a tetrahedral arrangement. The shader must + clip vertices appropriately. Occluder_thsm.glsl can be used for this. */ + void add_light(const PointLight &, unsigned size, Renderable &caster); 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. */ + /** Sets the shadow volume parameters. For directional lights the shadow + camera will be positioned so that the spherical shadow volume fits entirely + in the view volume. For point lights the shadow volume's radius will be + used as the view distance. */ void set_target(const Vector3 &, float); /** Sets the darkness of shadows. Must be in the range between 0.0 and 1.0, - inclusive. Only usable with shaders, and provided through the - shadow_darkness uniform. */ + inclusive. Values other than 1.0 are not physically correct. */ void set_darkness(float); - /** Sets a distance beyond objects from which the shadow starts. Expressed - in pixel-sized units. Must be positive; values less than 1.0 are not - recommended. Larger values produce less depth artifacts, but may prevent - thin objects from casting shadows on nearby sufraces. */ + /** Sets an offset for depth values to avoid surfaces incorrectly shadowing + themselves. Must be positive; values less than 1.0 are not recommended. + Larger values produce less artifacts, but may cause shadows to become + disconnected from the objects casting them. */ void set_depth_bias(float); const Texture2D &get_depth_texture() const { return depth_buf; }