forked from 0ad/0ad
Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
623 lines
17 KiB
C++
623 lines
17 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Shadow mapping related texture and matrix management
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*/
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#include "precompiled.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "graphics/LightEnv.h"
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#include "maths/Bound.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// ShadowMap implementation
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/**
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* Struct ShadowMapInternals: Internal data for the ShadowMap implementation
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*/
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struct ShadowMapInternals
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{
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// bit depth for the depth texture
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int DepthTextureBits;
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// the EXT_framebuffer_object framebuffer
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GLuint Framebuffer;
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// handle of shadow map
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GLuint Texture;
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// width, height of shadow map
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int Width, Height;
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// used width, height of shadow map
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int EffectiveWidth, EffectiveHeight;
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// transform light space into projected light space
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// in projected light space, the shadowbound box occupies the [-1..1] cube
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// calculated on BeginRender, after the final shadow bounds are known
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CMatrix3D LightProjection;
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// Transform world space into light space; calculated on SetupFrame
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CMatrix3D LightTransform;
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// Transform world space into texture space of the shadow map;
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// calculated on BeginRender, after the final shadow bounds are known
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CMatrix3D TextureMatrix;
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// transform light space into world space
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CMatrix3D InvLightTransform;
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// bounding box of shadowed objects in light space
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CBound ShadowBound;
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// Camera transformed into light space
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CCamera LightspaceCamera;
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// Some drivers (at least some Intel Mesa ones) appear to handle alpha testing
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// incorrectly when the FBO has only a depth attachment.
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// When m_ShadowAlphaFix is true, we use DummyTexture to store a useless
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// alpha texture which is attached to the FBO as a workaround.
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GLuint DummyTexture;
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float FilterOffsets[8];
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// Helper functions
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void CalcShadowMatrices();
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void CreateTexture();
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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ShadowMap::ShadowMap()
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{
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m = new ShadowMapInternals;
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m->Framebuffer = 0;
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m->Texture = 0;
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m->DummyTexture = 0;
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m->Width = 0;
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m->Height = 0;
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m->EffectiveWidth = 0;
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m->EffectiveHeight = 0;
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m->DepthTextureBits = 0;
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// DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX;
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// but they're very much slower on Radeon 9800.
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// In both cases, the default (no specified depth) is fast, so we just use
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// that by default and hope it's alright. (Otherwise, we'd probably need to
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// do some kind of hardware detection to work out what to use.)
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// Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first
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m->LightTransform.SetIdentity();
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}
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ShadowMap::~ShadowMap()
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{
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if (m->Texture)
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glDeleteTextures(1, &m->Texture);
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if (m->DummyTexture)
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glDeleteTextures(1, &m->DummyTexture);
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if (m->Framebuffer)
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pglDeleteFramebuffersEXT(1, &m->Framebuffer);
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delete m;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Force the texture/buffer/etc to be recreated, particularly when the renderer's
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// size has changed
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void ShadowMap::RecreateTexture()
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{
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if (m->Texture)
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glDeleteTextures(1, &m->Texture);
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if (m->DummyTexture)
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glDeleteTextures(1, &m->DummyTexture);
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if (m->Framebuffer)
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pglDeleteFramebuffersEXT(1, &m->Framebuffer);
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m->Texture = 0;
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m->DummyTexture = 0;
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m->Framebuffer = 0;
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// (Texture will be constructed in next SetupFrame)
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}
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//////////////////////////////////////////////////////////////////////////////
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// SetupFrame: camera and light direction for this frame
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void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir)
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{
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if (!m->Texture)
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m->CreateTexture();
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CVector3D z = lightdir;
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CVector3D y;
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CVector3D x = camera.m_Orientation.GetIn();
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CVector3D eyepos = camera.m_Orientation.GetTranslation();
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z.Normalize();
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x -= z * z.Dot(x);
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if (x.Length() < 0.001)
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{
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// this is invoked if the camera and light directions almost coincide
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// assumption: light direction has a significant Z component
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x = CVector3D(1.0, 0.0, 0.0);
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x -= z * z.Dot(x);
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}
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x.Normalize();
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y = z.Cross(x);
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// X axis perpendicular to light direction, flowing along with view direction
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m->LightTransform._11 = x.X;
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m->LightTransform._12 = x.Y;
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m->LightTransform._13 = x.Z;
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// Y axis perpendicular to light and view direction
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m->LightTransform._21 = y.X;
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m->LightTransform._22 = y.Y;
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m->LightTransform._23 = y.Z;
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// Z axis is in direction of light
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m->LightTransform._31 = z.X;
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m->LightTransform._32 = z.Y;
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m->LightTransform._33 = z.Z;
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// eye is at the origin of the coordinate system
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m->LightTransform._14 = -x.Dot(eyepos);
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m->LightTransform._24 = -y.Dot(eyepos);
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m->LightTransform._34 = -z.Dot(eyepos);
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m->LightTransform._41 = 0.0;
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m->LightTransform._42 = 0.0;
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m->LightTransform._43 = 0.0;
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m->LightTransform._44 = 1.0;
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m->LightTransform.GetInverse(m->InvLightTransform);
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m->ShadowBound.SetEmpty();
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//
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m->LightspaceCamera = camera;
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m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation;
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m->LightspaceCamera.UpdateFrustum();
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}
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//////////////////////////////////////////////////////////////////////////////
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// AddShadowedBound: add a world-space bounding box to the bounds of shadowed
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// objects
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void ShadowMap::AddShadowedBound(const CBound& bounds)
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{
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CBound lightspacebounds;
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bounds.Transform(m->LightTransform, lightspacebounds);
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m->ShadowBound += lightspacebounds;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcShadowMatrices: calculate required matrices for shadow map generation - the light's
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// projection and transformation matrices
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void ShadowMapInternals::CalcShadowMatrices()
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{
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CRenderer& renderer = g_Renderer;
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float minZ = ShadowBound[0].Z;
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ShadowBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
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// round off the shadow boundaries to sane increments to help reduce swim effect
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float boundInc = 16.0f;
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ShadowBound[0].X = floor(ShadowBound[0].X / boundInc) * boundInc;
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ShadowBound[0].Y = floor(ShadowBound[0].Y / boundInc) * boundInc;
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ShadowBound[1].X = ceil(ShadowBound[1].X / boundInc) * boundInc;
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ShadowBound[1].Y = ceil(ShadowBound[1].Y / boundInc) * boundInc;
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// minimum Z bound must not be clipped too much, because objects that lie outside
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// the shadow bounds cannot cast shadows either
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// the 2.0 is rather arbitrary: it should be big enough so that we won't accidently miss
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// a shadow generator, and small enough not to affect Z precision
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ShadowBound[0].Z = minZ - 2.0;
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// Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering
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CVector3D scale = ShadowBound[1] - ShadowBound[0];
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CVector3D shift = (ShadowBound[1] + ShadowBound[0]) * -0.5;
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if (scale.X < 1.0)
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scale.X = 1.0;
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if (scale.Y < 1.0)
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scale.Y = 1.0;
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if (scale.Z < 1.0)
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scale.Z = 1.0;
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scale.X = 2.0 / scale.X;
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scale.Y = 2.0 / scale.Y;
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scale.Z = 2.0 / scale.Z;
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// make sure a given world position falls on a consistent shadowmap texel fractional offset
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float offsetX = fmod(ShadowBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth));
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float offsetY = fmod(ShadowBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight));
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LightProjection.SetZero();
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LightProjection._11 = scale.X;
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LightProjection._14 = (shift.X + offsetX) * scale.X;
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LightProjection._22 = scale.Y;
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LightProjection._24 = (shift.Y + offsetY) * scale.Y;
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LightProjection._33 = scale.Z;
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LightProjection._34 = shift.Z * scale.Z + renderer.m_ShadowZBias;
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LightProjection._44 = 1.0;
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// Calculate texture matrix by creating the clip space to texture coordinate matrix
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// and then concatenating all matrices that have been calculated so far
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CMatrix3D lightToTex;
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float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width;
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float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height;
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float texscalez = scale.Z * 0.5f;
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lightToTex.SetZero();
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lightToTex._11 = texscalex;
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lightToTex._14 = (offsetX - ShadowBound[0].X) * texscalex;
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lightToTex._22 = texscaley;
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lightToTex._24 = (offsetY - ShadowBound[0].Y) * texscaley;
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lightToTex._33 = texscalez;
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lightToTex._34 = -ShadowBound[0].Z * texscalez;
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lightToTex._44 = 1.0;
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TextureMatrix = lightToTex * LightTransform;
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}
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//////////////////////////////////////////////////////////////////////////
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// Create the shadow map
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void ShadowMapInternals::CreateTexture()
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{
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// Cleanup
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if (Texture)
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{
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glDeleteTextures(1, &Texture);
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Texture = 0;
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}
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if (DummyTexture)
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{
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glDeleteTextures(1, &DummyTexture);
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DummyTexture = 0;
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}
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if (Framebuffer)
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{
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pglDeleteFramebuffersEXT(1, &Framebuffer);
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Framebuffer = 0;
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}
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pglGenFramebuffersEXT(1, &Framebuffer);
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if (g_Renderer.m_ShadowMapSize != 0)
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{
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// non-default option to override the size
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Width = Height = g_Renderer.m_ShadowMapSize;
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}
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else
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{
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// get shadow map size as next power of two up from view width and height
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Width = (int)round_up_to_pow2((unsigned)g_Renderer.GetWidth());
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Height = (int)round_up_to_pow2((unsigned)g_Renderer.GetHeight());
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}
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// Clamp to the maximum texture size
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Width = std::min(Width, (int)ogl_max_tex_size);
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Height = std::min(Height, (int)ogl_max_tex_size);
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// Since we're using a framebuffer object, the whole texture is available
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EffectiveWidth = Width;
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EffectiveHeight = Height;
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const char* formatname;
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switch(DepthTextureBits)
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{
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case 16: formatname = "DEPTH_COMPONENT16"; break;
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case 24: formatname = "DEPTH_COMPONENT24"; break;
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case 32: formatname = "DEPTH_COMPONENT32"; break;
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default: formatname = "DEPTH_COMPONENT"; break;
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}
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LOGMESSAGE(L"Creating shadow texture (size %dx%d) (format = %hs)",
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Width, Height, formatname);
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if (g_Renderer.m_Options.m_ShadowAlphaFix)
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{
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glGenTextures(1, &DummyTexture);
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g_Renderer.BindTexture(0, DummyTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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glGenTextures(1, &Texture);
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g_Renderer.BindTexture(0, Texture);
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GLenum format;
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switch(DepthTextureBits)
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{
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case 16: format = GL_DEPTH_COMPONENT16; break;
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case 24: format = GL_DEPTH_COMPONENT24; break;
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case 32: format = GL_DEPTH_COMPONENT32; break;
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default: format = GL_DEPTH_COMPONENT; break;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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// set texture parameters
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// bind to framebuffer object
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glBindTexture(GL_TEXTURE_2D, 0);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Framebuffer);
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Texture, 0);
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if (g_Renderer.m_Options.m_ShadowAlphaFix)
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{
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pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, DummyTexture, 0);
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}
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else
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{
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glDrawBuffer(GL_NONE);
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}
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glReadBuffer(GL_NONE);
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GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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LOGWARNING(L"Framebuffer object incomplete: %04d", status);
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// Disable shadow rendering (but let the user try again if they want)
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g_Renderer.m_Options.m_Shadows = false;
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}
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FilterOffsets[0] = -0.4f/Width;
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FilterOffsets[1] = 1.0f/Height;
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FilterOffsets[2] = -1.0f/Width;
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FilterOffsets[3] = -0.4f/Height;
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FilterOffsets[4] = 0.4f/Width;
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FilterOffsets[5] = -1.0f/Height;
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FilterOffsets[6] = 1.0f/Width;
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FilterOffsets[7] = 0.4f/Height;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set up to render into shadow map texture
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void ShadowMap::BeginRender()
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{
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// HACK HACK: this depends in non-obvious ways on the behaviour of the caller
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// Calc remaining shadow matrices
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m->CalcShadowMatrices();
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{
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PROFILE("bind framebuffer");
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glBindTexture(GL_TEXTURE_2D, 0);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m->Framebuffer);
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}
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// clear buffers
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{
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PROFILE("clear depth texture");
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glClear(GL_DEPTH_BUFFER_BIT);
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glColorMask(0,0,0,0);
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}
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// setup viewport
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glViewport(0, 0, m->EffectiveWidth, m->EffectiveHeight);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf(&m->LightProjection._11);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(&m->LightTransform._11);
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glEnable(GL_SCISSOR_TEST);
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glScissor(1,1, m->EffectiveWidth-2, m->EffectiveHeight-2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Finish rendering into shadow map texture
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void ShadowMap::EndRender()
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{
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glDisable(GL_SCISSOR_TEST);
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{
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PROFILE("unbind framebuffer");
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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glViewport(0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight());
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glColorMask(1,1,1,1);
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// restore matrix stack
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Retrieve the texture handle and texture matrix for shadowing
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GLuint ShadowMap::GetTexture() const
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{
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return m->Texture;
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}
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const CMatrix3D& ShadowMap::GetTextureMatrix() const
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{
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return m->TextureMatrix;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Depth texture bits
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int ShadowMap::GetDepthTextureBits() const
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{
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return m->DepthTextureBits;
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}
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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()
|
|
{
|
|
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);
|
|
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);
|
|
}
|