0ad/source/renderer/ShadowMap.cpp
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

760 lines
22 KiB
C++

/* Copyright (C) 2013 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 "gui/GUIutil.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/Brush.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 ShadowCasterBound;
CBoundingBoxAligned ShadowReceiverBound;
CBoundingBoxAligned ShadowRenderBound;
// 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;
// Copy of renderer's standard view camera, saved between
// BeginRender and EndRender while we replace it with the shadow camera
CCamera SavedViewCamera;
// Save the caller's FBO so it can be restored
GLint SavedViewFBO;
// 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->ShadowCasterBound.SetEmpty();
m->ShadowReceiverBound.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::AddShadowCasterBound(const CBoundingBoxAligned& bounds)
{
CBoundingBoxAligned lightspacebounds;
bounds.Transform(m->LightTransform, lightspacebounds);
m->ShadowCasterBound += lightspacebounds;
}
void ShadowMap::AddShadowReceiverBound(const CBoundingBoxAligned& bounds)
{
CBoundingBoxAligned lightspacebounds;
bounds.Transform(m->LightTransform, lightspacebounds);
m->ShadowReceiverBound += lightspacebounds;
}
CFrustum ShadowMap::GetShadowCasterCullFrustum()
{
// Get the bounds of all objects that can receive shadows
CBoundingBoxAligned bound = m->ShadowReceiverBound;
// Intersect with the camera frustum, so the shadow map doesn't have to get
// stretched to cover the off-screen parts of large models
bound.IntersectFrustumConservative(m->LightspaceCamera.GetFrustum());
// ShadowBound might have been empty to begin with, producing an empty result
if (bound.IsEmpty())
{
// CFrustum can't easily represent nothingness, so approximate it with
// a single point which won't match many objects
bound += CVector3D(0.0f, 0.0f, 0.0f);
return bound.ToFrustum();
}
// Extend the bounds a long way towards the light source, to encompass
// all objects that might cast visible shadows.
// (The exact constant was picked entirely arbitrarily.)
bound[0].Z -= 1000.f;
CFrustum frustum = bound.ToFrustum();
frustum.Transform(m->InvLightTransform);
return frustum;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// CalcShadowMatrices: calculate required matrices for shadow map generation - the light's
// projection and transformation matrices
void ShadowMapInternals::CalcShadowMatrices()
{
// Start building the shadow map to cover all objects that will receive shadows
CBoundingBoxAligned receiverBound = ShadowReceiverBound;
// Intersect with the camera frustum, so the shadow map doesn't have to get
// stretched to cover the off-screen parts of large models
receiverBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
// Intersect with the shadow caster bounds, because there's no point
// wasting space around the edges of the shadow map that we're not going
// to draw into
ShadowRenderBound[0].X = std::max(receiverBound[0].X, ShadowCasterBound[0].X);
ShadowRenderBound[0].Y = std::max(receiverBound[0].Y, ShadowCasterBound[0].Y);
ShadowRenderBound[1].X = std::min(receiverBound[1].X, ShadowCasterBound[1].X);
ShadowRenderBound[1].Y = std::min(receiverBound[1].Y, ShadowCasterBound[1].Y);
// Set the near and far planes to include just the shadow casters,
// so we make full use of the depth texture's range. Add a bit of a
// delta so we don't accidentally clip objects that are directly on
// the planes.
ShadowRenderBound[0].Z = ShadowCasterBound[0].Z - 2.f;
ShadowRenderBound[1].Z = ShadowCasterBound[1].Z + 2.f;
// ShadowBound might have been empty to begin with, producing an empty result
if (ShadowRenderBound.IsEmpty())
{
// no-op
LightProjection.SetIdentity();
TextureMatrix = LightTransform;
return;
}
// round off the shadow boundaries to sane increments to help reduce swim effect
float boundInc = 16.0f;
ShadowRenderBound[0].X = floor(ShadowRenderBound[0].X / boundInc) * boundInc;
ShadowRenderBound[0].Y = floor(ShadowRenderBound[0].Y / boundInc) * boundInc;
ShadowRenderBound[1].X = ceil(ShadowRenderBound[1].X / boundInc) * boundInc;
ShadowRenderBound[1].Y = ceil(ShadowRenderBound[1].Y / boundInc) * boundInc;
// Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering
CVector3D scale = ShadowRenderBound[1] - ShadowRenderBound[0];
CVector3D shift = (ShadowRenderBound[1] + ShadowRenderBound[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(ShadowRenderBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth));
float offsetY = fmod(ShadowRenderBound[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;
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
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;
CMatrix3D lightToTex;
lightToTex.SetZero();
lightToTex._11 = texscalex;
lightToTex._14 = (offsetX - ShadowRenderBound[0].X) * texscalex;
lightToTex._22 = texscaley;
lightToTex._24 = (offsetY - ShadowRenderBound[0].Y) * texscaley;
lightToTex._33 = texscalez;
lightToTex._34 = -ShadowRenderBound[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;
}
// save the caller's FBO
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &SavedViewFBO);
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/height
Width = Height = (int)round_up_to_pow2((unsigned)std::max(g_Renderer.GetWidth(), 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_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glGenTextures(1, &Texture);
g_Renderer.BindTexture(0, Texture);
GLenum format;
#if CONFIG2_GLES
format = GL_DEPTH_COMPONENT;
#else
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;
}
#endif
glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
// GLES requires type == UNSIGNED_SHORT or UNSIGNED_INT
// 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);
#if CONFIG2_GLES
// GLES doesn't do depth comparisons, so treat it as a
// basic unfiltered depth texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#else
// Enable automatic depth comparisons
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);
// Use GL_LINEAR to trigger automatic PCF on some devices
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
ogl_WarnIfError();
// 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
{
#if CONFIG2_GLES
#warning TODO: figure out whether the glDrawBuffer/glReadBuffer stuff is needed, since it is not supported by GLES
#else
glDrawBuffer(GL_NONE);
#endif
}
#if !CONFIG2_GLES
glReadBuffer(GL_NONE);
#endif
ogl_WarnIfError();
GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, SavedViewFBO);
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;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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
// save caller's FBO
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &m->SavedViewFBO);
// 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");
// In case we used m_ShadowAlphaFix, we ought to clear the unused
// color buffer too, else Mali 400 drivers get confused.
// Might as well clear stencil too for completeness.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glColorMask(0,0,0,0);
}
// setup viewport
const SViewPort vp = { 0, 0, m->EffectiveWidth, m->EffectiveHeight };
g_Renderer.SetViewport(vp);
m->SavedViewCamera = g_Renderer.GetViewCamera();
CCamera c = m->SavedViewCamera;
c.SetProjection(m->LightProjection);
c.GetOrientation() = m->InvLightTransform;
g_Renderer.SetViewCamera(c);
#if !CONFIG2_GLES
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&m->LightProjection._11);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&m->LightTransform._11);
#endif
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);
g_Renderer.SetViewCamera(m->SavedViewCamera);
{
PROFILE("unbind framebuffer");
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m->SavedViewFBO);
}
const SViewPort vp = { 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight() };
g_Renderer.SetViewport(vp);
glColorMask(1,1,1,1);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Depth texture size
int ShadowMap::GetWidth() const
{
return m->Width;
}
int ShadowMap::GetHeight() const
{
return m->Height;
}
//////////////////////////////////////////////////////////////////////////////
void ShadowMap::RenderDebugBounds()
{
CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
shaderTech->BeginPass();
CShaderProgramPtr shader = shaderTech->GetShader();
glDepthMask(0);
glDisable(GL_CULL_FACE);
// Render various shadow bounds:
// Yellow = bounds of objects in view frustum that receive shadows
// Red = culling frustum used to find potential shadow casters
// Green = bounds of objects in culling frustum that cast shadows
// Blue = frustum used for rendering the shadow map
shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection() * m->InvLightTransform);
shader->Uniform(str_color, 1.0f, 1.0f, 0.0f, 1.0f);
m->ShadowReceiverBound.RenderOutline(shader);
shader->Uniform(str_color, 0.0f, 1.0f, 0.0f, 1.0f);
m->ShadowCasterBound.RenderOutline(shader);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader->Uniform(str_color, 0.0f, 0.0f, 1.0f, 0.25f);
m->ShadowRenderBound.Render(shader);
glDisable(GL_BLEND);
shader->Uniform(str_color, 0.0f, 0.0f, 1.0f, 1.0f);
m->ShadowRenderBound.RenderOutline(shader);
// Render light frustum
shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
CFrustum frustum = GetShadowCasterCullFrustum();
// We don't have a function to create a brush directly from a frustum, so use
// the ugly approach of creating a large cube and then intersecting with the frustum
CBoundingBoxAligned dummy(CVector3D(-1e4, -1e4, -1e4), CVector3D(1e4, 1e4, 1e4));
CBrush brush(dummy);
CBrush frustumBrush;
brush.Intersect(frustum, frustumBrush);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shader->Uniform(str_color, 1.0f, 0.0f, 0.0f, 0.25f);
frustumBrush.Render(shader);
glDisable(GL_BLEND);
shader->Uniform(str_color, 1.0f, 0.0f, 0.0f, 1.0f);
frustumBrush.RenderOutline(shader);
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
glEnable(GL_CULL_FACE);
glDepthMask(1);
}
void ShadowMap::RenderDebugTexture()
{
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
#if !CONFIG2_GLES
g_Renderer.BindTexture(0, m->Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif
CShaderTechniquePtr texTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_basic);
texTech->BeginPass();
CShaderProgramPtr texShader = texTech->GetShader();
texShader->Uniform(str_transform, GetDefaultGuiMatrix());
texShader->BindTexture(str_tex, m->Texture);
float s = 256.f;
float boxVerts[] = {
0,0, 0,s, s,0,
s,0, 0,s, s,s
};
float boxUV[] = {
0,0, 0,1, 1,0,
1,0, 0,1, 1,1
};
texShader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
texShader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, boxUV);
texShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLES, 0, 6);
texTech->EndPass();
#if !CONFIG2_GLES
g_Renderer.BindTexture(0, m->Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
#endif
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
}