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forked from 0ad/0ad
0ad/source/renderer/ShadowMap.h
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

163 lines
4.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Shadow mapping related texture and matrix management
*/
#ifndef INCLUDED_SHADOWMAP
#define INCLUDED_SHADOWMAP
#include "lib/ogl.h"
class CBoundingBoxAligned;
class CMatrix3D;
struct ShadowMapInternals;
/**
* Class ShadowMap: Maintain the shadow map texture and perform necessary OpenGL setup,
* including matrix calculations.
*
* The class will automatically generate a texture the first time the shadow map is rendered into.
* The texture will not be resized afterwards.
*/
class ShadowMap
{
public:
ShadowMap();
~ShadowMap();
/**
* RecreateTexture: Destroy the current shadow texture and force creation of
* a new one. Useful when the renderer's size has changed and the texture
* should be resized too.
*/
void RecreateTexture();
/**
* GetDepthTextureBits: Return the number of bits to use for depth textures when
* enabled.
*
* @return depth texture bit depth
*/
int GetDepthTextureBits() const;
/**
* SetDepthTextureBits: Sets the number of bits to use for depth textures when enabled.
* Possible values are 16, 24, 32 and 0 (= use default)
*
* @param bits number of bits
*/
void SetDepthTextureBits(int bits);
/**
* GetWidth: Return the width of the depth texture.
*
* @return depth texture width
*/
int GetWidth() const;
/**
* GetHeight: Return the height of the depth texture
*
* @return depth texture height
*/
int GetHeight() const;
/**
* SetupFrame: Configure light space for the given camera and light direction,
* create the shadow texture if necessary, etc.
*
* @param camera the camera that will be used for world rendering
* @param lightdir the direction of the (directional) sunlight
*/
void SetupFrame(const CCamera& camera, const CVector3D& lightdir);
/**
* Add the bounding box of an object that will cast a shadow.
* This is used to calculate the bounds for the shadow map.
*
* @param bounds world space bounding box
*/
void AddShadowCasterBound(const CBoundingBoxAligned& bounds);
/**
* Add the bounding box of an object that will receive a shadow.
* This is used to calculate the bounds for the shadow map.
*
* @param bounds world space bounding box
*/
void AddShadowReceiverBound(const CBoundingBoxAligned& bounds);
/**
* Compute the frustum originating at the light source, that encompasses
* all the objects passed into AddShadowReceiverBound so far.
*
* This frustum can be used to determine which objects might cast a visible
* shadow. Those objects should be passed to AddShadowCasterBound and
* then should be rendered into the shadow map.
*/
CFrustum GetShadowCasterCullFrustum();
/**
* BeginRender: Set OpenGL state for rendering into the shadow map texture.
*
* @todo this depends in non-obvious ways on the behaviour of the call-site
*/
void BeginRender();
/**
* EndRender: Finish rendering into the shadow map.
*
* @todo this depends in non-obvious ways on the behaviour of the call-site
*/
void EndRender();
/**
* GetTexture: Retrieve the OpenGL texture object name that contains the shadow map.
*
* @return the texture name of the shadow map texture
*/
GLuint GetTexture() const;
/**
* GetTextureMatrix: Retrieve the world-space to shadow map texture coordinates
* transformation matrix.
*
* @return the matrix that transforms world-space coordinates into homogenous
* shadow map texture coordinates
*/
const CMatrix3D& GetTextureMatrix() const;
/**
* Visualize shadow mapping calculations to help in
* debugging and optimal shadow map usage.
*/
void RenderDebugBounds();
/**
* Visualize shadow map texture to help in debugging.
*/
void RenderDebugTexture();
private:
ShadowMapInternals* m;
};
#endif // INCLUDED_SHADOWMAP