/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * Shadow mapping related texture and matrix management */ #include "precompiled.h" #include "lib/bits.h" #include "lib/ogl.h" #include "ps/CLogger.h" #include "ps/Profile.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "maths/BoundingBoxAligned.h" #include "maths/MathUtil.h" #include "maths/Matrix3D.h" #include "renderer/Renderer.h" #include "renderer/ShadowMap.h" /////////////////////////////////////////////////////////////////////////////////////////////////// // ShadowMap implementation /** * Struct ShadowMapInternals: Internal data for the ShadowMap implementation */ struct ShadowMapInternals { // bit depth for the depth texture int DepthTextureBits; // the EXT_framebuffer_object framebuffer GLuint Framebuffer; // handle of shadow map GLuint Texture; // width, height of shadow map int Width, Height; // used width, height of shadow map int EffectiveWidth, EffectiveHeight; // transform light space into projected light space // in projected light space, the shadowbound box occupies the [-1..1] cube // calculated on BeginRender, after the final shadow bounds are known CMatrix3D LightProjection; // Transform world space into light space; calculated on SetupFrame CMatrix3D LightTransform; // Transform world space into texture space of the shadow map; // calculated on BeginRender, after the final shadow bounds are known CMatrix3D TextureMatrix; // transform light space into world space CMatrix3D InvLightTransform; // bounding box of shadowed objects in light space CBoundingBoxAligned ShadowBound; // Camera transformed into light space CCamera LightspaceCamera; // Some drivers (at least some Intel Mesa ones) appear to handle alpha testing // incorrectly when the FBO has only a depth attachment. // When m_ShadowAlphaFix is true, we use DummyTexture to store a useless // alpha texture which is attached to the FBO as a workaround. GLuint DummyTexture; float FilterOffsets[8]; // Helper functions void CalcShadowMatrices(); void CreateTexture(); }; /////////////////////////////////////////////////////////////////////////////////////////////////// // Construction/Destruction ShadowMap::ShadowMap() { m = new ShadowMapInternals; m->Framebuffer = 0; m->Texture = 0; m->DummyTexture = 0; m->Width = 0; m->Height = 0; m->EffectiveWidth = 0; m->EffectiveHeight = 0; m->DepthTextureBits = 0; // DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX; // but they're very much slower on Radeon 9800. // In both cases, the default (no specified depth) is fast, so we just use // that by default and hope it's alright. (Otherwise, we'd probably need to // do some kind of hardware detection to work out what to use.) // Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first m->LightTransform.SetIdentity(); } ShadowMap::~ShadowMap() { if (m->Texture) glDeleteTextures(1, &m->Texture); if (m->DummyTexture) glDeleteTextures(1, &m->DummyTexture); if (m->Framebuffer) pglDeleteFramebuffersEXT(1, &m->Framebuffer); delete m; } /////////////////////////////////////////////////////////////////////////////////////////////////// // Force the texture/buffer/etc to be recreated, particularly when the renderer's // size has changed void ShadowMap::RecreateTexture() { if (m->Texture) glDeleteTextures(1, &m->Texture); if (m->DummyTexture) glDeleteTextures(1, &m->DummyTexture); if (m->Framebuffer) pglDeleteFramebuffersEXT(1, &m->Framebuffer); m->Texture = 0; m->DummyTexture = 0; m->Framebuffer = 0; // (Texture will be constructed in next SetupFrame) } ////////////////////////////////////////////////////////////////////////////// // SetupFrame: camera and light direction for this frame void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir) { if (!m->Texture) m->CreateTexture(); CVector3D z = lightdir; CVector3D y; CVector3D x = camera.m_Orientation.GetIn(); CVector3D eyepos = camera.m_Orientation.GetTranslation(); z.Normalize(); x -= z * z.Dot(x); if (x.Length() < 0.001) { // this is invoked if the camera and light directions almost coincide // assumption: light direction has a significant Z component x = CVector3D(1.0, 0.0, 0.0); x -= z * z.Dot(x); } x.Normalize(); y = z.Cross(x); // X axis perpendicular to light direction, flowing along with view direction m->LightTransform._11 = x.X; m->LightTransform._12 = x.Y; m->LightTransform._13 = x.Z; // Y axis perpendicular to light and view direction m->LightTransform._21 = y.X; m->LightTransform._22 = y.Y; m->LightTransform._23 = y.Z; // Z axis is in direction of light m->LightTransform._31 = z.X; m->LightTransform._32 = z.Y; m->LightTransform._33 = z.Z; // eye is at the origin of the coordinate system m->LightTransform._14 = -x.Dot(eyepos); m->LightTransform._24 = -y.Dot(eyepos); m->LightTransform._34 = -z.Dot(eyepos); m->LightTransform._41 = 0.0; m->LightTransform._42 = 0.0; m->LightTransform._43 = 0.0; m->LightTransform._44 = 1.0; m->LightTransform.GetInverse(m->InvLightTransform); m->ShadowBound.SetEmpty(); // m->LightspaceCamera = camera; m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation; m->LightspaceCamera.UpdateFrustum(); } ////////////////////////////////////////////////////////////////////////////// // AddShadowedBound: add a world-space bounding box to the bounds of shadowed // objects void ShadowMap::AddShadowedBound(const CBoundingBoxAligned& bounds) { CBoundingBoxAligned lightspacebounds; bounds.Transform(m->LightTransform, lightspacebounds); m->ShadowBound += lightspacebounds; } /////////////////////////////////////////////////////////////////////////////////////////////////// // CalcShadowMatrices: calculate required matrices for shadow map generation - the light's // projection and transformation matrices void ShadowMapInternals::CalcShadowMatrices() { CRenderer& renderer = g_Renderer; float minZ = ShadowBound[0].Z; ShadowBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum()); // round off the shadow boundaries to sane increments to help reduce swim effect float boundInc = 16.0f; ShadowBound[0].X = floor(ShadowBound[0].X / boundInc) * boundInc; ShadowBound[0].Y = floor(ShadowBound[0].Y / boundInc) * boundInc; ShadowBound[1].X = ceil(ShadowBound[1].X / boundInc) * boundInc; ShadowBound[1].Y = ceil(ShadowBound[1].Y / boundInc) * boundInc; // minimum Z bound must not be clipped too much, because objects that lie outside // the shadow bounds cannot cast shadows either // the 2.0 is rather arbitrary: it should be big enough so that we won't accidently miss // a shadow generator, and small enough not to affect Z precision ShadowBound[0].Z = minZ - 2.0; // Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering CVector3D scale = ShadowBound[1] - ShadowBound[0]; CVector3D shift = (ShadowBound[1] + ShadowBound[0]) * -0.5; if (scale.X < 1.0) scale.X = 1.0; if (scale.Y < 1.0) scale.Y = 1.0; if (scale.Z < 1.0) scale.Z = 1.0; scale.X = 2.0 / scale.X; scale.Y = 2.0 / scale.Y; scale.Z = 2.0 / scale.Z; // make sure a given world position falls on a consistent shadowmap texel fractional offset float offsetX = fmod(ShadowBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth)); float offsetY = fmod(ShadowBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight)); LightProjection.SetZero(); LightProjection._11 = scale.X; LightProjection._14 = (shift.X + offsetX) * scale.X; LightProjection._22 = scale.Y; LightProjection._24 = (shift.Y + offsetY) * scale.Y; LightProjection._33 = scale.Z; LightProjection._34 = shift.Z * scale.Z + renderer.m_ShadowZBias; LightProjection._44 = 1.0; // Calculate texture matrix by creating the clip space to texture coordinate matrix // and then concatenating all matrices that have been calculated so far CMatrix3D lightToTex; float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width; float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height; float texscalez = scale.Z * 0.5f; lightToTex.SetZero(); lightToTex._11 = texscalex; lightToTex._14 = (offsetX - ShadowBound[0].X) * texscalex; lightToTex._22 = texscaley; lightToTex._24 = (offsetY - ShadowBound[0].Y) * texscaley; lightToTex._33 = texscalez; lightToTex._34 = -ShadowBound[0].Z * texscalez; lightToTex._44 = 1.0; TextureMatrix = lightToTex * LightTransform; } ////////////////////////////////////////////////////////////////////////// // Create the shadow map void ShadowMapInternals::CreateTexture() { // Cleanup if (Texture) { glDeleteTextures(1, &Texture); Texture = 0; } if (DummyTexture) { glDeleteTextures(1, &DummyTexture); DummyTexture = 0; } if (Framebuffer) { pglDeleteFramebuffersEXT(1, &Framebuffer); Framebuffer = 0; } pglGenFramebuffersEXT(1, &Framebuffer); if (g_Renderer.m_ShadowMapSize != 0) { // non-default option to override the size Width = Height = g_Renderer.m_ShadowMapSize; } else { // get shadow map size as next power of two up from view width and height Width = (int)round_up_to_pow2((unsigned)g_Renderer.GetWidth()); Height = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight()); } // Clamp to the maximum texture size Width = std::min(Width, (int)ogl_max_tex_size); Height = std::min(Height, (int)ogl_max_tex_size); // Since we're using a framebuffer object, the whole texture is available EffectiveWidth = Width; EffectiveHeight = Height; const char* formatname; switch(DepthTextureBits) { case 16: formatname = "DEPTH_COMPONENT16"; break; case 24: formatname = "DEPTH_COMPONENT24"; break; case 32: formatname = "DEPTH_COMPONENT32"; break; default: formatname = "DEPTH_COMPONENT"; break; } LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)", Width, Height, formatname); if (g_Renderer.m_Options.m_ShadowAlphaFix) { glGenTextures(1, &DummyTexture); g_Renderer.BindTexture(0, DummyTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } glGenTextures(1, &Texture); g_Renderer.BindTexture(0, Texture); GLenum format; switch(DepthTextureBits) { case 16: format = GL_DEPTH_COMPONENT16; break; case 24: format = GL_DEPTH_COMPONENT24; break; case 32: format = GL_DEPTH_COMPONENT32; break; default: format = GL_DEPTH_COMPONENT; break; } glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); // set texture parameters glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // bind to framebuffer object glBindTexture(GL_TEXTURE_2D, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0); if (g_Renderer.m_Options.m_ShadowAlphaFix) { pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0); } else { glDrawBuffer(GL_NONE); } glReadBuffer(GL_NONE); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"Framebuffer object incomplete: 0x%04X", status); // Disable shadow rendering (but let the user try again if they want) g_Renderer.m_Options.m_Shadows = false; } FilterOffsets[0] = -0.4f/Width; FilterOffsets[1] = 1.0f/Height; FilterOffsets[2] = -1.0f/Width; FilterOffsets[3] = -0.4f/Height; FilterOffsets[4] = 0.4f/Width; FilterOffsets[5] = -1.0f/Height; FilterOffsets[6] = 1.0f/Width; FilterOffsets[7] = 0.4f/Height; } /////////////////////////////////////////////////////////////////////////////////////////////////// // Set up to render into shadow map texture void ShadowMap::BeginRender() { // HACK HACK: this depends in non-obvious ways on the behaviour of the caller // Calc remaining shadow matrices m->CalcShadowMatrices(); { PROFILE("bind framebuffer"); glBindTexture(GL_TEXTURE_2D, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m->Framebuffer); } // clear buffers { PROFILE("clear depth texture"); glClear(GL_DEPTH_BUFFER_BIT); glColorMask(0,0,0,0); } // setup viewport glViewport(0, 0, m->EffectiveWidth, m->EffectiveHeight); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadMatrixf(&m->LightProjection._11); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(&m->LightTransform._11); glEnable(GL_SCISSOR_TEST); glScissor(1,1, m->EffectiveWidth-2, m->EffectiveHeight-2); } /////////////////////////////////////////////////////////////////////////////////////////////////// // Finish rendering into shadow map texture void ShadowMap::EndRender() { glDisable(GL_SCISSOR_TEST); { PROFILE("unbind framebuffer"); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } glViewport(0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight()); glColorMask(1,1,1,1); // restore matrix stack glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } /////////////////////////////////////////////////////////////////////////////////////////////////// // Retrieve the texture handle and texture matrix for shadowing GLuint ShadowMap::GetTexture() const { return m->Texture; } const CMatrix3D& ShadowMap::GetTextureMatrix() const { return m->TextureMatrix; } /////////////////////////////////////////////////////////////////////////////////////////////////// // Depth texture bits int ShadowMap::GetDepthTextureBits() const { return m->DepthTextureBits; } void ShadowMap::SetDepthTextureBits(int bits) { if (bits != m->DepthTextureBits) { if (m->Texture) { glDeleteTextures(1, &m->Texture); m->Texture = 0; } m->Width = m->Height = 0; m->DepthTextureBits = bits; } } const float* ShadowMap::GetFilterOffsets() const { return m->FilterOffsets; } ////////////////////////////////////////////////////////////////////////////// // RenderDebugDisplay: debug visualizations // - blue: objects in shadow void ShadowMap::RenderDebugDisplay() { CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect("solid"); shaderTech->BeginPass(); CShaderProgramPtr shader = shaderTech->GetShader(); glDepthMask(0); glDisable(GL_CULL_FACE); // Render shadow bound shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection() * m->InvLightTransform); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shader->Uniform("color", 0.0f, 0.0f, 1.0f, 0.25f); m->ShadowBound.Render(shader); glDisable(GL_BLEND); shader->Uniform("color", 0.0f, 0.0f, 1.0f, 1.0f); m->ShadowBound.RenderOutline(shader); // Draw a funny line/triangle direction indicator thing for unknown reasons float shadowLineVerts[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 50.0, 0.0, 0.0, 50.0, 50.0, 0.0, 50.0, 50.0, 0.0, 50.0, 0.0, 50.0, 50.0, 0.0, 50.0, 50.0, 0.0, 0.0, 50.0 }; shader->VertexPointer(3, GL_FLOAT, 0, shadowLineVerts); shader->AssertPointersBound(); glDrawArrays(GL_LINES, 0, 8); shaderTech->EndPass(); #if 0 CMatrix3D InvTexTransform; m->TextureMatrix.GetInverse(InvTexTransform); // Render representative texture rectangle glPushMatrix(); glMultMatrixf(&InvTexTransform._11); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(255,0,0,64); glBegin(GL_QUADS); glVertex3f(0.0, 0.0, 0.0); glVertex3f(1.0, 0.0, 0.0); glVertex3f(1.0, 1.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glEnd(); glDisable(GL_BLEND); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glColor3ub(255,0,0); glBegin(GL_QUADS); glVertex3f(0.0, 0.0, 0.0); glVertex3f(1.0, 0.0, 0.0); glVertex3f(1.0, 1.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPopMatrix(); #endif // Render the shadow map glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, 1.0, 1.0, 0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_DEPTH_TEST); g_Renderer.BindTexture(0, m->Texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(0.2f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(0.2f, 0.2f); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 0.2f); glEnd(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glEnable(GL_CULL_FACE); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glDepthMask(1); }