openspades/Sources/Draw/GLShadowShader.cpp

303 lines
10 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLShadowShader.h"
#include "GLAmbientShadowRenderer.h"
#include "GLBasicShadowMapRenderer.h"
#include "GLImage.h"
#include "GLMapShadowRenderer.h"
#include "GLProgramManager.h"
#include "GLRadiosityRenderer.h"
#include "GLRenderer.h"
#include "GLSparseShadowMapRenderer.h"
#include <Core/Debug.h>
#include <Core/Exception.h>
#include <Core/Settings.h>
namespace spades {
namespace draw {
GLShadowShader::GLShadowShader()
: eyeOrigin("eyeOrigin"),
eyeFront("eyeFront"),
mapShadowTexture("mapShadowTexture"),
fogColor("fogColor"),
ambientColor("ambientColor"),
shadowMapViewMatrix("shadowMapViewMatrix"),
shadowMapTexture1("shadowMapTexture1"),
shadowMapTexture2("shadowMapTexture2"),
shadowMapTexture3("shadowMapTexture3"),
shadowMapMatrix1("shadowMapMatrix1"),
shadowMapMatrix2("shadowMapMatrix2"),
shadowMapMatrix3("shadowMapMatrix3"),
ambientShadowTexture("ambientShadowTexture"),
radiosityTextureFlat("radiosityTextureFlat"),
radiosityTextureX("radiosityTextureX"),
radiosityTextureY("radiosityTextureY"),
radiosityTextureZ("radiosityTextureZ"),
pagetableSize("pagetableSize"),
pagetableSizeInv("pagetableSizeInv"),
minLod("minLod"),
shadowMapSizeInv("shadowMapSizeInv"),
ssaoTexture("ssaoTexture"),
ssaoTextureUVScale("ssaoTextureUVScale") {}
std::vector<GLShader *> GLShadowShader::RegisterShader(spades::draw::GLProgramManager *r,
GLSettings &settings, bool variance,
bool skipSSAO) {
std::vector<GLShader *> shaders;
if (skipSSAO) {
shaders.push_back(r->RegisterShader("Shaders/Shadow/CommonNoSSAO.fs"));
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/Common.fs"));
}
shaders.push_back(r->RegisterShader("Shaders/Shadow/Common.vs"));
if (variance) {
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapVariance.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapVariance.vs"));
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/Map.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/Map.vs"));
}
if (settings.r_modelShadows) {
if (settings.r_sparseShadowMaps) {
shaders.push_back(r->RegisterShader("Shaders/Shadow/ModelSparse.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/ModelSparse.vs"));
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/Model.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/Model.vs"));
}
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/ModelNull.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/ModelNull.vs"));
}
if (settings.r_radiosity) {
if ((int)settings.r_radiosity >= 2) {
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapRadiosity.fs"));
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapRadiosityLow.fs"));
}
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapRadiosity.vs"));
} else {
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapRadiosityNull.fs"));
shaders.push_back(r->RegisterShader("Shaders/Shadow/MapRadiosityNull.vs"));
}
return shaders;
}
int GLShadowShader::operator()(GLRenderer *renderer, spades::draw::GLProgram *program,
int texStage) {
mapShadowTexture(program);
fogColor(program);
eyeOrigin(program);
eyeFront(program);
const client::SceneDefinition &def = renderer->GetSceneDef();
eyeOrigin.SetValue(def.viewOrigin.x, def.viewOrigin.y, def.viewOrigin.z);
eyeFront.SetValue(def.viewAxis[2].x, def.viewAxis[2].y, def.viewAxis[2].z);
Vector3 fc = renderer->GetFogColorForSolidPass();
fc *= fc; // linearize
fogColor.SetValue(fc.x, fc.y, fc.z);
IGLDevice *dev = program->GetDevice();
dev->ActiveTexture(texStage);
if (renderer->mapShadowRenderer) {
dev->BindTexture(IGLDevice::Texture2D, renderer->mapShadowRenderer->GetTexture());
} else {
// TODO: do this case properly
auto img = renderer->RegisterImage("Gfx/White.tga").Cast<GLImage>();
img->Bind(IGLDevice::Texture2D);
}
mapShadowTexture.SetValue(texStage);
texStage++;
auto &settings = renderer->GetSettings();
if (settings.r_modelShadows) {
if (settings.r_sparseShadowMaps) {
shadowMapTexture1(program);
shadowMapTexture2(program);
shadowMapMatrix1(program);
pagetableSize(program);
pagetableSizeInv(program);
minLod(program);
shadowMapSizeInv(program);
GLSparseShadowMapRenderer *s =
static_cast<GLSparseShadowMapRenderer *>(renderer->GetShadowMapRenderer());
SPAssert(s != NULL);
pagetableSize.SetValue((float)GLSparseShadowMapRenderer::Tiles);
pagetableSizeInv.SetValue(1.f / (float)GLSparseShadowMapRenderer::Tiles);
minLod.SetValue((float)(1 << s->minLod));
shadowMapSizeInv.SetValue(1.f / (float)s->textureSize);
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, s->texture);
shadowMapTexture1.SetValue(texStage);
shadowMapMatrix1.SetValue(s->matrix);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareMode,
IGLDevice::CompareRefToTexture);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareFunc,
IGLDevice::Less);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, s->pagetableTexture);
shadowMapTexture2.SetValue(texStage);
texStage++;
} else {
shadowMapTexture1(program);
shadowMapTexture2(program);
shadowMapTexture3(program);
shadowMapMatrix1(program);
shadowMapMatrix2(program);
shadowMapMatrix3(program);
shadowMapViewMatrix(program);
GLBasicShadowMapRenderer *s =
static_cast<GLBasicShadowMapRenderer *>(renderer->GetShadowMapRenderer());
SPAssert(s != NULL);
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, s->texture[0]);
shadowMapTexture1.SetValue(texStage);
shadowMapMatrix1.SetValue(s->matrices[0]);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareMode,
IGLDevice::CompareRefToTexture);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareFunc,
IGLDevice::Less);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, s->texture[1]);
shadowMapTexture2.SetValue(texStage);
shadowMapMatrix2.SetValue(s->matrices[1]);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareMode,
IGLDevice::CompareRefToTexture);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareFunc,
IGLDevice::Less);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, s->texture[2]);
shadowMapTexture3.SetValue(texStage);
shadowMapMatrix3.SetValue(s->matrices[2]);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareMode,
IGLDevice::CompareRefToTexture);
dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureCompareFunc,
IGLDevice::Less);
texStage++;
shadowMapViewMatrix.SetValue(renderer->GetViewMatrix());
}
}
if (settings.r_radiosity) {
Vector3 ac = renderer->GetFogColor();
ac *= ac; // linearize
ambientColor(program);
ac *= 0.5f;
const float minimumLuminance = 0.35f;
float luminance = (ac.x + ac.y + ac.z) / 3.0f;
if (luminance < minimumLuminance) {
// we want things still visible even if sky is pitch black
Vector3 offset = (ac + 0.003f) / (luminance + 0.003f);
ac += offset * (minimumLuminance - luminance);
}
ambientColor.SetValue(ac.x, ac.y, ac.z);
ambientShadowTexture(program);
radiosityTextureFlat(program);
radiosityTextureX(program);
radiosityTextureY(program);
radiosityTextureZ(program);
// TODO: deal with the case that renderer->ambientShadowRenderer is null
SPAssert(renderer->ambientShadowRenderer != NULL);
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture3D,
renderer->ambientShadowRenderer->GetTexture());
ambientShadowTexture.SetValue(texStage);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture3D,
renderer->radiosityRenderer->GetTextureFlat());
radiosityTextureFlat.SetValue(texStage);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture3D, renderer->radiosityRenderer->GetTextureX());
radiosityTextureX.SetValue(texStage);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture3D, renderer->radiosityRenderer->GetTextureY());
radiosityTextureY.SetValue(texStage);
texStage++;
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture3D, renderer->radiosityRenderer->GetTextureZ());
radiosityTextureZ.SetValue(texStage);
texStage++;
}
if (settings.r_ssao) {
ssaoTexture(program);
ssaoTextureUVScale(program);
if (ssaoTexture.IsActive()) {
dev->ActiveTexture(texStage);
dev->BindTexture(IGLDevice::Texture2D, renderer->ssaoBufferTexture);
ssaoTexture.SetValue(texStage);
texStage++;
ssaoTextureUVScale.SetValue(1.0f / renderer->GetRenderWidth(),
1.0f / renderer->GetRenderHeight());
}
}
dev->ActiveTexture(texStage);
return texStage;
}
} // namespace draw
} // namespace spades