1 | /* Copyright (C) 2021 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #include "precompiled.h"
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19 |
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20 | #include "ShadowMap.h"
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21 |
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22 | #include "graphics/Camera.h"
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23 | #include "graphics/LightEnv.h"
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24 | #include "graphics/ShaderManager.h"
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25 | #include "gui/GUIMatrix.h"
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26 | #include "lib/bits.h"
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27 | #include "lib/ogl.h"
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28 | #include "maths/BoundingBoxAligned.h"
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29 | #include "maths/Brush.h"
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30 | #include "maths/Frustum.h"
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31 | #include "maths/MathUtil.h"
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32 | #include "maths/Matrix3D.h"
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33 | #include "ps/CLogger.h"
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34 | #include "ps/ConfigDB.h"
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35 | #include "ps/Profile.h"
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36 | #include "renderer/Renderer.h"
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37 | #include "renderer/RenderingOptions.h"
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38 |
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39 | /**
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40 | * Struct ShadowMapInternals: Internal data for the ShadowMap implementation
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41 | */
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42 | struct ShadowMapInternals
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43 | {
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44 | // bit depth for the depth texture
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45 | int DepthTextureBits;
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46 | // the EXT_framebuffer_object framebuffer
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47 | GLuint Framebuffer;
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48 | // handle of shadow map
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49 | GLuint Texture;
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50 | // width, height of shadow map
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51 | int Width, Height;
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52 | // Shadow map quality (-2 - Very Low, -1 - Low, 0 - Medium, 1 - High, 2 - Very High)
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53 | int QualityLevel;
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54 | // used width, height of shadow map
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55 | int EffectiveWidth, EffectiveHeight;
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56 | // transform light space into projected light space
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57 | // in projected light space, the shadowbound box occupies the [-1..1] cube
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58 | // calculated on BeginRender, after the final shadow bounds are known
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59 | CMatrix3D LightProjection;
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60 | // Transform world space into light space; calculated on SetupFrame
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61 | CMatrix3D LightTransform;
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62 | // Transform world space into texture space of the shadow map;
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63 | // calculated on BeginRender, after the final shadow bounds are known
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64 | CMatrix3D TextureMatrix;
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65 |
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66 | // transform light space into world space
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67 | CMatrix3D InvLightTransform;
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68 | // bounding box of shadowed objects in light space
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69 | CBoundingBoxAligned ShadowCasterBound;
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70 | CBoundingBoxAligned ShadowReceiverBound;
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71 |
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72 | CBoundingBoxAligned ShadowRenderBound;
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73 |
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74 | CBoundingBoxAligned FixedFrustumBounds;
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75 | bool FixedShadowsEnabled;
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76 | float FixedShadowsDistance;
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77 |
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78 | // Camera transformed into light space
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79 | CCamera LightspaceCamera;
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80 |
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81 | // Some drivers (at least some Intel Mesa ones) appear to handle alpha testing
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82 | // incorrectly when the FBO has only a depth attachment.
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83 | // When m_ShadowAlphaFix is true, we use DummyTexture to store a useless
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84 | // alpha texture which is attached to the FBO as a workaround.
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85 | GLuint DummyTexture;
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86 |
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87 | // Copy of renderer's standard view camera, saved between
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88 | // BeginRender and EndRender while we replace it with the shadow camera
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89 | CCamera SavedViewCamera;
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90 |
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91 | // Save the caller's FBO so it can be restored
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92 | GLint SavedViewFBO;
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93 |
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94 | // Helper functions
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95 | void CalcShadowMatrices();
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96 | void CreateTexture();
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97 | };
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98 |
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99 | void CalculateBoundsForFixedShadows(
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100 | const CCamera& camera, const CMatrix3D& lightTransform,
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101 | const float nearPlane, const float farPlane, CBoundingBoxAligned* bbaa)
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102 | {
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103 | // We need to calculate a circumscribed sphere for the camera to
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104 | // create a rotation stable bounding box.
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105 | const CVector3D cameraIn = camera.m_Orientation.GetIn();
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106 | const CVector3D cameraTranslation = camera.m_Orientation.GetTranslation();
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107 | const CVector3D centerNear = cameraTranslation + cameraIn * nearPlane;
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108 | const CVector3D centerDist = cameraTranslation + cameraIn * farPlane;
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109 |
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110 | // We can solve 3D problem in 2D space, because the frustum is
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111 | // symmetric by 2 planes. Than means we can use only one corner
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112 | // to find a circumscribed sphere.
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113 | CCamera::Quad corners;
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114 | camera.GetViewQuad(nearPlane, corners);
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115 | const CVector3D cornerNear = camera.GetOrientation().Transform(corners[0]);
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116 | camera.GetViewQuad(farPlane, corners);
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117 | const CVector3D cornerDist = camera.GetOrientation().Transform(corners[0]);
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118 |
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119 | // We solve 2D case for the right trapezoid.
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120 | const float firstBase = (cornerNear - centerNear).Length();
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121 | const float secondBase = (cornerDist - centerDist).Length();
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122 | const float height = (centerDist - centerNear).Length();
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123 | const float distanceToCenter =
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124 | (height * height + secondBase * secondBase - firstBase * firstBase) * 0.5f / height;
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125 |
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126 | CVector3D position = cameraTranslation + cameraIn * (camera.GetNearPlane() + distanceToCenter);
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127 | const float radius = (cornerNear - position).Length();
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128 |
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129 | // We need to convert the bounding box to the light space.
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130 | position = lightTransform.Rotate(position);
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131 |
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132 | const float insets = 0.2f;
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133 | *bbaa = CBoundingBoxAligned(position, position);
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134 | bbaa->Expand(radius);
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135 | bbaa->Expand(insets);
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136 | }
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137 |
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138 | ShadowMap::ShadowMap()
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139 | {
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140 | m = new ShadowMapInternals;
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141 | m->Framebuffer = 0;
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142 | m->Texture = 0;
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143 | m->DummyTexture = 0;
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144 | m->Width = 0;
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145 | m->Height = 0;
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146 | m->QualityLevel = 0;
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147 | m->EffectiveWidth = 0;
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148 | m->EffectiveHeight = 0;
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149 | m->DepthTextureBits = 0;
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150 | // DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX;
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151 | // but they're very much slower on Radeon 9800.
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152 | // In both cases, the default (no specified depth) is fast, so we just use
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153 | // that by default and hope it's alright. (Otherwise, we'd probably need to
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154 | // do some kind of hardware detection to work out what to use.)
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155 |
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156 | // Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first
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157 | m->LightTransform.SetIdentity();
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158 |
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159 | m->FixedShadowsEnabled = false;
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160 | m->FixedShadowsDistance = 300.0f;
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161 | CFG_GET_VAL("shadowsfixed", m->FixedShadowsEnabled);
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162 | CFG_GET_VAL("shadowsfixeddistance", m->FixedShadowsDistance);
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163 | }
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164 |
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165 | ShadowMap::~ShadowMap()
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166 | {
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167 | if (m->Texture)
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168 | glDeleteTextures(1, &m->Texture);
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169 | if (m->DummyTexture)
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170 | glDeleteTextures(1, &m->DummyTexture);
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171 | if (m->Framebuffer)
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172 | pglDeleteFramebuffersEXT(1, &m->Framebuffer);
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173 |
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174 | delete m;
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175 | }
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176 |
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177 | // Force the texture/buffer/etc to be recreated, particularly when the renderer's
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178 | // size has changed
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179 | void ShadowMap::RecreateTexture()
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180 | {
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181 | if (m->Texture)
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182 | glDeleteTextures(1, &m->Texture);
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183 | if (m->DummyTexture)
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184 | glDeleteTextures(1, &m->DummyTexture);
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185 | if (m->Framebuffer)
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186 | pglDeleteFramebuffersEXT(1, &m->Framebuffer);
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187 |
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188 | m->Texture = 0;
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189 | m->DummyTexture = 0;
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190 | m->Framebuffer = 0;
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191 |
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192 | // (Texture will be constructed in next SetupFrame)
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193 | }
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194 |
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195 | // SetupFrame: camera and light direction for this frame
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196 | void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir)
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197 | {
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198 | if (!m->Texture)
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199 | m->CreateTexture();
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200 |
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201 | CVector3D x, eyepos;
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202 | if (!m->FixedShadowsEnabled)
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203 | {
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204 | x = camera.m_Orientation.GetIn();
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205 | eyepos = camera.m_Orientation.GetTranslation();
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206 | }
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207 | else
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208 | x = CVector3D(0, 1, 0);
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209 |
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210 | CVector3D z = lightdir;
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211 | z.Normalize();
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212 | x -= z * z.Dot(x);
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213 | if (x.Length() < 0.001)
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214 | {
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215 | // this is invoked if the camera and light directions almost coincide
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216 | // assumption: light direction has a significant Z component
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217 | x = CVector3D(1.0, 0.0, 0.0);
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218 | x -= z * z.Dot(x);
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219 | }
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220 | x.Normalize();
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221 | CVector3D y = z.Cross(x);
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222 |
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223 | // X axis perpendicular to light direction, flowing along with view direction
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224 | m->LightTransform._11 = x.X;
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225 | m->LightTransform._12 = x.Y;
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226 | m->LightTransform._13 = x.Z;
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227 |
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228 | // Y axis perpendicular to light and view direction
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229 | m->LightTransform._21 = y.X;
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230 | m->LightTransform._22 = y.Y;
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231 | m->LightTransform._23 = y.Z;
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232 |
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233 | // Z axis is in direction of light
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234 | m->LightTransform._31 = z.X;
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235 | m->LightTransform._32 = z.Y;
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236 | m->LightTransform._33 = z.Z;
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237 |
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238 | // eye is at the origin of the coordinate system
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239 | m->LightTransform._14 = -x.Dot(eyepos);
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240 | m->LightTransform._24 = -y.Dot(eyepos);
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241 | m->LightTransform._34 = -z.Dot(eyepos);
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242 |
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243 | m->LightTransform._41 = 0.0;
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244 | m->LightTransform._42 = 0.0;
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245 | m->LightTransform._43 = 0.0;
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246 | m->LightTransform._44 = 1.0;
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247 |
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248 | m->LightTransform.GetInverse(m->InvLightTransform);
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249 | m->ShadowCasterBound.SetEmpty();
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250 | m->ShadowReceiverBound.SetEmpty();
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251 |
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252 | //
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253 | m->LightspaceCamera = camera;
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254 | m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation;
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255 | m->LightspaceCamera.UpdateFrustum();
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256 |
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257 | if (m->FixedShadowsEnabled)
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258 | CalculateBoundsForFixedShadows(camera, m->LightTransform, camera.GetNearPlane(), m->FixedShadowsDistance, &m->FixedFrustumBounds);
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259 | }
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260 |
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261 | // AddShadowedBound: add a world-space bounding box to the bounds of shadowed
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262 | // objects
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263 | void ShadowMap::AddShadowCasterBound(const CBoundingBoxAligned& bounds)
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264 | {
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265 | CBoundingBoxAligned lightspacebounds;
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266 |
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267 | bounds.Transform(m->LightTransform, lightspacebounds);
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268 | m->ShadowCasterBound += lightspacebounds;
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269 | }
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270 |
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271 | void ShadowMap::AddShadowReceiverBound(const CBoundingBoxAligned& bounds)
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272 | {
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273 | CBoundingBoxAligned lightspacebounds;
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274 |
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275 | bounds.Transform(m->LightTransform, lightspacebounds);
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276 | m->ShadowReceiverBound += lightspacebounds;
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277 | }
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278 |
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279 | CFrustum ShadowMap::GetShadowCasterCullFrustum()
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280 | {
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281 | // Get the bounds of all objects that can receive shadows
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282 | CBoundingBoxAligned bound = m->ShadowReceiverBound;
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283 |
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284 | // Intersect with the camera frustum, so the shadow map doesn't have to get
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285 | // stretched to cover the off-screen parts of large models
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286 | bound.IntersectFrustumConservative(m->LightspaceCamera.GetFrustum());
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287 |
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288 | // ShadowBound might have been empty to begin with, producing an empty result
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289 | if (bound.IsEmpty())
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290 | {
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291 | // CFrustum can't easily represent nothingness, so approximate it with
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292 | // a single point which won't match many objects
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293 | bound += CVector3D(0.0f, 0.0f, 0.0f);
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294 | return bound.ToFrustum();
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295 | }
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296 |
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297 | // Extend the bounds a long way towards the light source, to encompass
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298 | // all objects that might cast visible shadows.
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299 | // (The exact constant was picked entirely arbitrarily.)
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300 | bound[0].Z -= 1000.f;
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301 |
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302 | CFrustum frustum = bound.ToFrustum();
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303 | frustum.Transform(m->InvLightTransform);
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304 | return frustum;
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305 | }
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306 |
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307 | // CalcShadowMatrices: calculate required matrices for shadow map generation - the light's
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308 | // projection and transformation matrices
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309 | void ShadowMapInternals::CalcShadowMatrices()
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310 | {
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311 | if (FixedShadowsEnabled)
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312 | {
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313 | ShadowRenderBound = FixedFrustumBounds;
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314 |
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315 | // Set the near and far planes to include just the shadow casters,
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316 | // so we make full use of the depth texture's range. Add a bit of a
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317 | // delta so we don't accidentally clip objects that are directly on
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318 | // the planes.
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319 | ShadowRenderBound[0].Z = ShadowCasterBound[0].Z - 2.f;
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320 | ShadowRenderBound[1].Z = ShadowCasterBound[1].Z + 2.f;
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321 | }
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322 | else
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323 | {
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324 | // Start building the shadow map to cover all objects that will receive shadows
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325 | CBoundingBoxAligned receiverBound = ShadowReceiverBound;
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326 |
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327 | // Intersect with the camera frustum, so the shadow map doesn't have to get
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328 | // stretched to cover the off-screen parts of large models
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329 | receiverBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
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330 |
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331 | // Intersect with the shadow caster bounds, because there's no point
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332 | // wasting space around the edges of the shadow map that we're not going
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333 | // to draw into
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334 | ShadowRenderBound[0].X = std::max(receiverBound[0].X, ShadowCasterBound[0].X);
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335 | ShadowRenderBound[0].Y = std::max(receiverBound[0].Y, ShadowCasterBound[0].Y);
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336 | ShadowRenderBound[1].X = std::min(receiverBound[1].X, ShadowCasterBound[1].X);
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337 | ShadowRenderBound[1].Y = std::min(receiverBound[1].Y, ShadowCasterBound[1].Y);
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338 |
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339 | // Set the near and far planes to include just the shadow casters,
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340 | // so we make full use of the depth texture's range. Add a bit of a
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341 | // delta so we don't accidentally clip objects that are directly on
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342 | // the planes.
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343 | ShadowRenderBound[0].Z = ShadowCasterBound[0].Z - 2.f;
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344 | ShadowRenderBound[1].Z = ShadowCasterBound[1].Z + 2.f;
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345 |
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346 | // ShadowBound might have been empty to begin with, producing an empty result
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347 | if (ShadowRenderBound.IsEmpty())
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348 | {
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349 | // no-op
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350 | LightProjection.SetIdentity();
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351 | TextureMatrix = LightTransform;
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352 | return;
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353 | }
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354 |
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355 | // round off the shadow boundaries to sane increments to help reduce swim effect
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356 | float boundInc = 16.0f;
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357 | ShadowRenderBound[0].X = floor(ShadowRenderBound[0].X / boundInc) * boundInc;
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358 | ShadowRenderBound[0].Y = floor(ShadowRenderBound[0].Y / boundInc) * boundInc;
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359 | ShadowRenderBound[1].X = ceil(ShadowRenderBound[1].X / boundInc) * boundInc;
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360 | ShadowRenderBound[1].Y = ceil(ShadowRenderBound[1].Y / boundInc) * boundInc;
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361 | }
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362 |
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363 | // Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering
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364 | CVector3D scale = ShadowRenderBound[1] - ShadowRenderBound[0];
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365 | CVector3D shift = (ShadowRenderBound[1] + ShadowRenderBound[0]) * -0.5;
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366 |
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367 | if (scale.X < 1.0)
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368 | scale.X = 1.0;
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369 | if (scale.Y < 1.0)
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370 | scale.Y = 1.0;
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371 | if (scale.Z < 1.0)
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372 | scale.Z = 1.0;
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373 |
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374 | scale.X = 2.0 / scale.X;
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375 | scale.Y = 2.0 / scale.Y;
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376 | scale.Z = 2.0 / scale.Z;
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377 |
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378 | // make sure a given world position falls on a consistent shadowmap texel fractional offset
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379 | float offsetX = fmod(ShadowRenderBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth));
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380 | float offsetY = fmod(ShadowRenderBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight));
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381 |
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382 | LightProjection.SetZero();
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383 | LightProjection._11 = scale.X;
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384 | LightProjection._14 = (shift.X + offsetX) * scale.X;
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385 | LightProjection._22 = scale.Y;
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386 | LightProjection._24 = (shift.Y + offsetY) * scale.Y;
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387 | LightProjection._33 = scale.Z;
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388 | LightProjection._34 = shift.Z * scale.Z;
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389 | LightProjection._44 = 1.0;
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390 |
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391 | // Calculate texture matrix by creating the clip space to texture coordinate matrix
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392 | // and then concatenating all matrices that have been calculated so far
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393 |
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394 | float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width;
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395 | float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height;
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396 | float texscalez = scale.Z * 0.5f;
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397 |
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398 | CMatrix3D lightToTex;
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399 | lightToTex.SetZero();
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400 | lightToTex._11 = texscalex;
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401 | lightToTex._14 = (offsetX - ShadowRenderBound[0].X) * texscalex;
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402 | lightToTex._22 = texscaley;
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403 | lightToTex._24 = (offsetY - ShadowRenderBound[0].Y) * texscaley;
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404 | lightToTex._33 = texscalez;
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405 | lightToTex._34 = -ShadowRenderBound[0].Z * texscalez;
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406 | lightToTex._44 = 1.0;
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407 |
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408 | TextureMatrix = lightToTex * LightTransform;
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409 | }
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410 |
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411 | // Create the shadow map
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412 | void ShadowMapInternals::CreateTexture()
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413 | {
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414 | // Cleanup
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415 | if (Texture)
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416 | {
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417 | glDeleteTextures(1, &Texture);
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418 | Texture = 0;
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419 | }
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420 | if (DummyTexture)
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421 | {
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422 | glDeleteTextures(1, &DummyTexture);
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423 | DummyTexture = 0;
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424 | }
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425 | if (Framebuffer)
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426 | {
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427 | pglDeleteFramebuffersEXT(1, &Framebuffer);
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428 | Framebuffer = 0;
|
---|
429 | }
|
---|
430 |
|
---|
431 | // save the caller's FBO
|
---|
432 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO);
|
---|
433 |
|
---|
434 | pglGenFramebuffersEXT(1, &Framebuffer);
|
---|
435 |
|
---|
436 | if (g_Renderer.m_ShadowMapSize != 0)
|
---|
437 | {
|
---|
438 | // non-default option to override the size
|
---|
439 | Width = Height = g_Renderer.m_ShadowMapSize;
|
---|
440 | }
|
---|
441 | else
|
---|
442 | {
|
---|
443 | CFG_GET_VAL("shadowquality", QualityLevel);
|
---|
444 |
|
---|
445 | // get shadow map size as next power of two up from view width/height
|
---|
446 | int shadow_map_size = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight()));
|
---|
447 | switch (QualityLevel)
|
---|
448 | {
|
---|
449 | // Very Low
|
---|
450 | case -2:
|
---|
451 | shadow_map_size /= 4;
|
---|
452 | break;
|
---|
453 | // Low
|
---|
454 | case -1:
|
---|
455 | shadow_map_size /= 2;
|
---|
456 | break;
|
---|
457 | // High
|
---|
458 | case 1:
|
---|
459 | shadow_map_size *= 2;
|
---|
460 | break;
|
---|
461 | // Ultra
|
---|
462 | case 2:
|
---|
463 | shadow_map_size *= 4;
|
---|
464 | break;
|
---|
465 | // Medium as is
|
---|
466 | default:
|
---|
467 | break;
|
---|
468 | }
|
---|
469 | Width = Height = shadow_map_size;
|
---|
470 | }
|
---|
471 | // Clamp to the maximum texture size
|
---|
472 | Width = std::min(Width, (int)ogl_max_tex_size);
|
---|
473 | Height = std::min(Height, (int)ogl_max_tex_size);
|
---|
474 |
|
---|
475 | // Since we're using a framebuffer object, the whole texture is available
|
---|
476 | EffectiveWidth = Width;
|
---|
477 | EffectiveHeight = Height;
|
---|
478 |
|
---|
479 | GLenum format;
|
---|
480 | const char* formatName;
|
---|
481 | #if CONFIG2_GLES
|
---|
482 | format = GL_DEPTH_COMPONENT;
|
---|
483 | formatName = "DEPTH_COMPONENT";
|
---|
484 | #else
|
---|
485 | switch ( DepthTextureBits )
|
---|
486 | {
|
---|
487 | case 16: format = GL_DEPTH_COMPONENT16; formatName = "DEPTH_COMPONENT16"; break;
|
---|
488 | case 24: format = GL_DEPTH_COMPONENT24; formatName = "DEPTH_COMPONENT24"; break;
|
---|
489 | case 32: format = GL_DEPTH_COMPONENT32; formatName = "DEPTH_COMPONENT32"; break;
|
---|
490 | default: format = GL_DEPTH_COMPONENT; formatName = "DEPTH_COMPONENT"; break;
|
---|
491 | }
|
---|
492 | #endif
|
---|
493 | ENSURE(formatName);
|
---|
494 |
|
---|
495 | LOGMESSAGE("Creating shadow texture (size %dx%d) (format = %s)",
|
---|
496 | Width, Height, formatName);
|
---|
497 |
|
---|
498 | if (g_RenderingOptions.GetShadowAlphaFix())
|
---|
499 | {
|
---|
500 | glGenTextures(1, &DummyTexture);
|
---|
501 | g_Renderer.BindTexture(0, DummyTexture);
|
---|
502 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
503 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
504 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
505 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
506 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
---|
507 | }
|
---|
508 |
|
---|
509 | glGenTextures(1, &Texture);
|
---|
510 | g_Renderer.BindTexture(0, Texture);
|
---|
511 |
|
---|
512 | glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
|
---|
513 | // GLES requires type == UNSIGNED_SHORT or UNSIGNED_INT
|
---|
514 |
|
---|
515 | // set texture parameters
|
---|
516 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
517 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
518 |
|
---|
519 | #if CONFIG2_GLES
|
---|
520 | // GLES doesn't do depth comparisons, so treat it as a
|
---|
521 | // basic unfiltered depth texture
|
---|
522 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
523 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
524 | #else
|
---|
525 | // Enable automatic depth comparisons
|
---|
526 | glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
|
---|
527 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
---|
528 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
---|
529 |
|
---|
530 | // Use GL_LINEAR to trigger automatic PCF on some devices
|
---|
531 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
532 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
533 | #endif
|
---|
534 |
|
---|
535 | ogl_WarnIfError();
|
---|
536 |
|
---|
537 | // bind to framebuffer object
|
---|
538 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
539 | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer);
|
---|
540 |
|
---|
541 | pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0);
|
---|
542 |
|
---|
543 | if (g_RenderingOptions.GetShadowAlphaFix())
|
---|
544 | {
|
---|
545 | pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0);
|
---|
546 | }
|
---|
547 | else
|
---|
548 | {
|
---|
549 | #if CONFIG2_GLES
|
---|
550 | #warning TODO: figure out whether the glDrawBuffer/glReadBuffer stuff is needed, since it is not supported by GLES
|
---|
551 | #else
|
---|
552 | glDrawBuffer(GL_NONE);
|
---|
553 | #endif
|
---|
554 | }
|
---|
555 |
|
---|
556 | #if !CONFIG2_GLES
|
---|
557 | glReadBuffer(GL_NONE);
|
---|
558 | #endif
|
---|
559 |
|
---|
560 | ogl_WarnIfError();
|
---|
561 |
|
---|
562 | GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
---|
563 |
|
---|
564 | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, SavedViewFBO);
|
---|
565 |
|
---|
566 | if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
---|
567 | {
|
---|
568 | LOGWARNING("Framebuffer object incomplete: 0x%04X", status);
|
---|
569 |
|
---|
570 | // Disable shadow rendering (but let the user try again if they want)
|
---|
571 | g_RenderingOptions.SetShadows(false);
|
---|
572 | }
|
---|
573 | }
|
---|
574 |
|
---|
575 | // Set up to render into shadow map texture
|
---|
576 | void ShadowMap::BeginRender()
|
---|
577 | {
|
---|
578 | // Calc remaining shadow matrices
|
---|
579 | m->CalcShadowMatrices();
|
---|
580 |
|
---|
581 | {
|
---|
582 | PROFILE("bind framebuffer");
|
---|
583 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
584 | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m->Framebuffer);
|
---|
585 | }
|
---|
586 |
|
---|
587 | // clear buffers
|
---|
588 | {
|
---|
589 | PROFILE("clear depth texture");
|
---|
590 | // In case we used m_ShadowAlphaFix, we ought to clear the unused
|
---|
591 | // color buffer too, else Mali 400 drivers get confused.
|
---|
592 | // Might as well clear stencil too for completeness.
|
---|
593 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
---|
594 | glColorMask(0,0,0,0);
|
---|
595 | }
|
---|
596 |
|
---|
597 | // setup viewport
|
---|
598 | const SViewPort vp = { 0, 0, m->EffectiveWidth, m->EffectiveHeight };
|
---|
599 | g_Renderer.SetViewport(vp);
|
---|
600 |
|
---|
601 | m->SavedViewCamera = g_Renderer.GetViewCamera();
|
---|
602 |
|
---|
603 | CCamera c = m->SavedViewCamera;
|
---|
604 | c.SetProjection(m->LightProjection);
|
---|
605 | c.GetOrientation() = m->InvLightTransform;
|
---|
606 | g_Renderer.SetViewCamera(c);
|
---|
607 |
|
---|
608 | #if !CONFIG2_GLES
|
---|
609 | glMatrixMode(GL_PROJECTION);
|
---|
610 | glLoadMatrixf(&m->LightProjection._11);
|
---|
611 | glMatrixMode(GL_MODELVIEW);
|
---|
612 | glLoadMatrixf(&m->LightTransform._11);
|
---|
613 | #endif
|
---|
614 |
|
---|
615 | glEnable(GL_SCISSOR_TEST);
|
---|
616 | glScissor(1,1, m->EffectiveWidth-2, m->EffectiveHeight-2);
|
---|
617 | }
|
---|
618 |
|
---|
619 | // Finish rendering into shadow map texture
|
---|
620 | void ShadowMap::EndRender()
|
---|
621 | {
|
---|
622 | glDisable(GL_SCISSOR_TEST);
|
---|
623 |
|
---|
624 | g_Renderer.SetViewCamera(m->SavedViewCamera);
|
---|
625 |
|
---|
626 | {
|
---|
627 | PROFILE("unbind framebuffer");
|
---|
628 | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
---|
629 | }
|
---|
630 |
|
---|
631 | const SViewPort vp = { 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight() };
|
---|
632 | g_Renderer.SetViewport(vp);
|
---|
633 |
|
---|
634 | glColorMask(1,1,1,1);
|
---|
635 | }
|
---|
636 |
|
---|
637 | void ShadowMap::BindTo(const CShaderProgramPtr& shader) const
|
---|
638 | {
|
---|
639 | if (!shader->GetTextureBinding(str_shadowTex).Active())
|
---|
640 | return;
|
---|
641 |
|
---|
642 | shader->BindTexture(str_shadowTex, m->Texture);
|
---|
643 | shader->Uniform(str_shadowTransform, m->TextureMatrix);
|
---|
644 | shader->Uniform(str_shadowScale, m->Width, m->Height, 1.0f / m->Width, 1.0f / m->Height);
|
---|
645 | }
|
---|
646 |
|
---|
647 | // Depth texture bits
|
---|
648 | int ShadowMap::GetDepthTextureBits() const
|
---|
649 | {
|
---|
650 | return m->DepthTextureBits;
|
---|
651 | }
|
---|
652 |
|
---|
653 | void ShadowMap::SetDepthTextureBits(int bits)
|
---|
654 | {
|
---|
655 | if (bits != m->DepthTextureBits)
|
---|
656 | {
|
---|
657 | if (m->Texture)
|
---|
658 | {
|
---|
659 | glDeleteTextures(1, &m->Texture);
|
---|
660 | m->Texture = 0;
|
---|
661 | }
|
---|
662 | m->Width = m->Height = 0;
|
---|
663 |
|
---|
664 | m->DepthTextureBits = bits;
|
---|
665 | }
|
---|
666 | }
|
---|
667 |
|
---|
668 | void ShadowMap::RenderDebugBounds()
|
---|
669 | {
|
---|
670 | CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
|
---|
671 | shaderTech->BeginPass();
|
---|
672 | CShaderProgramPtr shader = shaderTech->GetShader();
|
---|
673 |
|
---|
674 | glDepthMask(0);
|
---|
675 | glDisable(GL_CULL_FACE);
|
---|
676 |
|
---|
677 | // Render various shadow bounds:
|
---|
678 | // Yellow = bounds of objects in view frustum that receive shadows
|
---|
679 | // Red = culling frustum used to find potential shadow casters
|
---|
680 | // Green = bounds of objects in culling frustum that cast shadows
|
---|
681 | // Blue = frustum used for rendering the shadow map
|
---|
682 |
|
---|
683 | shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection() * m->InvLightTransform);
|
---|
684 |
|
---|
685 | shader->Uniform(str_color, 1.0f, 1.0f, 0.0f, 1.0f);
|
---|
686 | m->ShadowReceiverBound.RenderOutline(shader);
|
---|
687 |
|
---|
688 | shader->Uniform(str_color, 0.0f, 1.0f, 0.0f, 1.0f);
|
---|
689 | m->ShadowCasterBound.RenderOutline(shader);
|
---|
690 |
|
---|
691 | glEnable(GL_BLEND);
|
---|
692 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
693 | shader->Uniform(str_color, 0.0f, 0.0f, 1.0f, 0.25f);
|
---|
694 | m->ShadowRenderBound.Render(shader);
|
---|
695 | glDisable(GL_BLEND);
|
---|
696 |
|
---|
697 | shader->Uniform(str_color, 0.0f, 0.0f, 1.0f, 1.0f);
|
---|
698 | m->ShadowRenderBound.RenderOutline(shader);
|
---|
699 |
|
---|
700 | // Render light frustum
|
---|
701 |
|
---|
702 | shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
---|
703 |
|
---|
704 | CFrustum frustum = GetShadowCasterCullFrustum();
|
---|
705 | // We don't have a function to create a brush directly from a frustum, so use
|
---|
706 | // the ugly approach of creating a large cube and then intersecting with the frustum
|
---|
707 | CBoundingBoxAligned dummy(CVector3D(-1e4, -1e4, -1e4), CVector3D(1e4, 1e4, 1e4));
|
---|
708 | CBrush brush(dummy);
|
---|
709 | CBrush frustumBrush;
|
---|
710 | brush.Intersect(frustum, frustumBrush);
|
---|
711 |
|
---|
712 | glEnable(GL_BLEND);
|
---|
713 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
714 | shader->Uniform(str_color, 1.0f, 0.0f, 0.0f, 0.25f);
|
---|
715 | frustumBrush.Render(shader);
|
---|
716 | glDisable(GL_BLEND);
|
---|
717 |
|
---|
718 | shader->Uniform(str_color, 1.0f, 0.0f, 0.0f, 1.0f);
|
---|
719 | frustumBrush.RenderOutline(shader);
|
---|
720 |
|
---|
721 |
|
---|
722 | shaderTech->EndPass();
|
---|
723 |
|
---|
724 | #if 0
|
---|
725 | CMatrix3D InvTexTransform;
|
---|
726 |
|
---|
727 | m->TextureMatrix.GetInverse(InvTexTransform);
|
---|
728 |
|
---|
729 | // Render representative texture rectangle
|
---|
730 | glPushMatrix();
|
---|
731 | glMultMatrixf(&InvTexTransform._11);
|
---|
732 |
|
---|
733 | glEnable(GL_BLEND);
|
---|
734 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
---|
735 | glColor4ub(255,0,0,64);
|
---|
736 | glBegin(GL_QUADS);
|
---|
737 | glVertex3f(0.0, 0.0, 0.0);
|
---|
738 | glVertex3f(1.0, 0.0, 0.0);
|
---|
739 | glVertex3f(1.0, 1.0, 0.0);
|
---|
740 | glVertex3f(0.0, 1.0, 0.0);
|
---|
741 | glEnd();
|
---|
742 | glDisable(GL_BLEND);
|
---|
743 |
|
---|
744 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
---|
745 | glColor3ub(255,0,0);
|
---|
746 | glBegin(GL_QUADS);
|
---|
747 | glVertex3f(0.0, 0.0, 0.0);
|
---|
748 | glVertex3f(1.0, 0.0, 0.0);
|
---|
749 | glVertex3f(1.0, 1.0, 0.0);
|
---|
750 | glVertex3f(0.0, 1.0, 0.0);
|
---|
751 | glEnd();
|
---|
752 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
---|
753 | glPopMatrix();
|
---|
754 | #endif
|
---|
755 |
|
---|
756 | glEnable(GL_CULL_FACE);
|
---|
757 | glDepthMask(1);
|
---|
758 |
|
---|
759 | ogl_WarnIfError();
|
---|
760 | }
|
---|
761 |
|
---|
762 | void ShadowMap::RenderDebugTexture()
|
---|
763 | {
|
---|
764 | glDepthMask(0);
|
---|
765 |
|
---|
766 | glDisable(GL_DEPTH_TEST);
|
---|
767 |
|
---|
768 | #if !CONFIG2_GLES
|
---|
769 | g_Renderer.BindTexture(0, m->Texture);
|
---|
770 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
---|
771 | #endif
|
---|
772 |
|
---|
773 | CShaderTechniquePtr texTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
|
---|
774 | texTech->BeginPass();
|
---|
775 | CShaderProgramPtr texShader = texTech->GetShader();
|
---|
776 |
|
---|
777 | texShader->Uniform(str_transform, GetDefaultGuiMatrix());
|
---|
778 | texShader->BindTexture(str_tex, m->Texture);
|
---|
779 |
|
---|
780 | float s = 256.f;
|
---|
781 | float boxVerts[] = {
|
---|
782 | 0,0, 0,s, s,0,
|
---|
783 | s,0, 0,s, s,s
|
---|
784 | };
|
---|
785 | float boxUV[] = {
|
---|
786 | 0,0, 0,1, 1,0,
|
---|
787 | 1,0, 0,1, 1,1
|
---|
788 | };
|
---|
789 |
|
---|
790 | texShader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
|
---|
791 | texShader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, boxUV);
|
---|
792 | texShader->AssertPointersBound();
|
---|
793 | glDrawArrays(GL_TRIANGLES, 0, 6);
|
---|
794 |
|
---|
795 | texTech->EndPass();
|
---|
796 |
|
---|
797 | #if !CONFIG2_GLES
|
---|
798 | g_Renderer.BindTexture(0, m->Texture);
|
---|
799 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
---|
800 | #endif
|
---|
801 |
|
---|
802 | glEnable(GL_DEPTH_TEST);
|
---|
803 | glDepthMask(1);
|
---|
804 |
|
---|
805 | ogl_WarnIfError();
|
---|
806 | }
|
---|