0ad/source/renderer/ShadowMap.cpp
janwas 03726c0b54 ICC build fixes
warning fixes
get rid of SAFE_WCSCPY and SAFE_STRCPY

This was SVN commit r7239.
2010-01-01 15:33:07 +00:00

662 lines
18 KiB
C++

/* Copyright (C) 2009 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 <http://www.gnu.org/licenses/>.
*/
/*
* Shadow mapping related texture and matrix management
*/
#include "precompiled.h"
#include "lib/bits.h"
#include "lib/ogl.h"
#include "ps/CLogger.h"
#include "graphics/LightEnv.h"
#include "maths/Bound.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#define LOG_CATEGORY L"graphics"
///////////////////////////////////////////////////////////////////////////////////////////////////
// ShadowMap implementation
/**
* Struct ShadowMapInternals: Internal data for the ShadowMap implementation
*/
struct ShadowMapInternals
{
// whether we're using depth texture or luminance map
bool UseDepthTexture;
// bit depth for the depth texture, if used
int DepthTextureBits;
// if non-zero, we're using EXT_framebuffer_object for shadow rendering,
// and this is the 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
CBound ShadowBound;
// Camera transformed into light space
CCamera LightspaceCamera;
// Helper functions
void CalcShadowMatrices();
void CreateTexture();
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Construction/Destruction
ShadowMap::ShadowMap()
{
m = new ShadowMapInternals;
m->Framebuffer = 0;
m->Texture = 0;
m->Width = 0;
m->Height = 0;
m->EffectiveWidth = 0;
m->EffectiveHeight = 0;
m->UseDepthTexture = false;
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.)
}
ShadowMap::~ShadowMap()
{
if (m->Texture)
glDeleteTextures(1, &m->Texture);
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->Framebuffer)
pglDeleteFramebuffersEXT(1, &m->Framebuffer);
m->Texture = 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 CBound& bounds)
{
CBound 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());
// 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;
LightProjection.SetZero();
LightProjection._11 = scale.X;
LightProjection._14 = shift.X * scale.X;
LightProjection._22 = scale.Y;
LightProjection._24 = shift.Y * 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 = (float)EffectiveWidth / (float)Width;
float texscaley = (float)EffectiveHeight / (float)Height;
float texscalez = 1.0;
texscalex = texscalex / (ShadowBound[1].X - ShadowBound[0].X);
texscaley = texscaley / (ShadowBound[1].Y - ShadowBound[0].Y);
texscalez = texscalez / (ShadowBound[1].Z - ShadowBound[0].Z);
lightToTex.SetZero();
lightToTex._11 = texscalex;
lightToTex._14 = -ShadowBound[0].X * texscalex;
lightToTex._22 = texscaley;
lightToTex._24 = -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 (Framebuffer)
{
pglDeleteFramebuffersEXT(1, &Framebuffer);
Framebuffer = 0;
}
// Prepare FBO if available
// Note: luminance is not an RGB format, so a luminance texture cannot be used
// as a color buffer
if (UseDepthTexture && g_Renderer.GetCapabilities().m_FramebufferObject)
{
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);
// If we're using a framebuffer object, the whole texture is available; otherwise
// we're limited to the part of the screen buffer that is actually visible
if (Framebuffer)
{
EffectiveWidth = Width;
EffectiveHeight = Height;
}
else
{
EffectiveWidth = std::min(Width, g_Renderer.GetWidth());
EffectiveHeight = std::min(Height, g_Renderer.GetHeight());
}
const char* formatname = "LUMINANCE";
if (UseDepthTexture)
{
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;
}
}
LOG(CLogger::Normal, LOG_CATEGORY, L"Creating shadow texture (size %dx%d) (format = %hs)%ls",
Width, Height, formatname, Framebuffer ? L" (using EXT_framebuffer_object)" : L"");
// create texture object
glGenTextures(1, &Texture);
g_Renderer.BindTexture(0, Texture);
int size = Width*Height;
if (UseDepthTexture)
{
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;
}
float* buf = new float[size];
for (int i = 0; i < size; i++)
buf[i] = 1.0;
glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, buf);
delete[] buf;
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
else
{
u32* buf = new u32[size];
for (int i = 0; i < size; i++)
buf[i] = 0x00ffffff;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
delete[] buf;
}
// 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
if (Framebuffer)
{
debug_assert(UseDepthTexture);
glBindTexture(GL_TEXTURE_2D, 0);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D, Texture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
LOG(CLogger::Warning, LOG_CATEGORY, L"Framebuffer object incomplete: %04d", status);
pglDeleteFramebuffersEXT(1, &Framebuffer);
Framebuffer = 0;
EffectiveWidth = std::min(Width, g_Renderer.GetWidth());
EffectiveHeight = std::min(Height, g_Renderer.GetHeight());
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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();
if (m->Framebuffer)
{
glBindTexture(GL_TEXTURE_2D, 0);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m->Framebuffer);
}
// clear buffers
if (m->UseDepthTexture)
{
glClear(GL_DEPTH_BUFFER_BIT);
glColorMask(0,0,0,0);
}
else
{
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
// 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);
// copy result into shadow map texture
if (m->Framebuffer)
{
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
else
{
if (!g_Renderer.GetDisableCopyShadow())
{
g_Renderer.BindTexture(0, m->Texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m->EffectiveWidth, m->EffectiveHeight);
}
}
glViewport(0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight());
if (m->UseDepthTexture)
{
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;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Using depth textures vs. a simple luminance map
bool ShadowMap::GetUseDepthTexture() const
{
return m->UseDepthTexture;
}
void ShadowMap::SetUseDepthTexture(bool depthTexture)
{
if (depthTexture)
{
if (!g_Renderer.GetCapabilities().m_DepthTextureShadows)
{
LOG(CLogger::Warning, LOG_CATEGORY, L"Depth textures are not supported by your graphics card/driver. Fallback to luminance map (no self-shadowing)!");
depthTexture = false;
}
}
if (depthTexture != m->UseDepthTexture)
{
if (m->Texture)
{
glDeleteTextures(1, &m->Texture);
m->Texture = 0;
}
m->Width = m->Height = 0;
m->UseDepthTexture = depthTexture;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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;
}
}
//////////////////////////////////////////////////////////////////////////////
// RenderDebugDisplay: debug visualizations
// - blue: objects in shadow
void ShadowMap::RenderDebugDisplay()
{
glDepthMask(0);
glDisable(GL_CULL_FACE);
// Render shadow bound
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf(&m->InvLightTransform._11);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(0,0,255,64);
m->ShadowBound.Render();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3ub(0,0,255);
m->ShadowBound.Render();
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 50.0);
glEnd();
glBegin(GL_POLYGON);
glVertex3f(0.0, 0.0, 50.0);
glVertex3f(50.0, 0.0, 50.0);
glVertex3f(0.0, 50.0, 50.0);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
#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);
if (m->UseDepthTexture)
{
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();
if (m->UseDepthTexture)
{
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);
}