khanat-opennel-code/code/nel/src/3d/shadow_map_manager.cpp
kaetemi 7766116494 Fix a render target issue, see #43
--HG--
branch : multipass-stereo
2013-07-02 00:53:45 +02:00

1241 lines
40 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/shadow_map_manager.h"
#include "nel/misc/aabbox.h"
#include "nel/3d/driver.h"
#include "nel/3d/scene.h"
#include "nel/3d/viewport.h"
#include "nel/3d/scissor.h"
#include "nel/3d/dru.h"
#include "nel/3d/texture_mem.h"
#include "nel/3d/visual_collision_manager.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/fast_floor.h"
using namespace NLMISC;
using namespace std;
namespace NL3D {
// ***************************************************************************
// easineasout
static inline float easeInEaseOut(float x)
{
float y;
// cubic such that f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.
float x2=x*x;
float x3=x2*x;
y= -2*x3 + 3*x2;
return y;
}
// ***************************************************************************
CShadowMapManager::CShadowMapManager()
{
uint i;
// For Texture profiling
_TextureCategory= new ITexture::CTextureCategory("SHADOW MANAGER");
setQuadGridSize(NL3D_SMM_QUADGRID_SIZE, NL3D_SMM_QUADCELL_SIZE);
_ShadowCasters.reserve(256);
_GenerateShadowCasters.reserve(256);
_PolySmooth= true;
// **** Setup Fill
_FillQuads.setVertexFormat(CVertexBuffer::PositionFlag);
_FillMaterial.initUnlit();
_FillMaterial.setColor(CRGBA(0,0,0,0));
_FillMaterial.setZWrite(false);
_FillMaterial.setZFunc(CMaterial::always);
_FillMaterial.setDoubleSided(true);
_FillQuads.setPreferredMemory(CVertexBuffer::RAMVolatile, true);
// **** Setup Blur
_BlurQuads.setVertexFormat(CVertexBuffer::PositionFlag |
CVertexBuffer::TexCoord0Flag |
CVertexBuffer::TexCoord1Flag |
CVertexBuffer::TexCoord2Flag |
CVertexBuffer::TexCoord3Flag);
_BlurQuads.setPreferredMemory(CVertexBuffer::RAMVolatile, true);
// Only 2 quads are used to blur
_BlurQuads.setNumVertices(8);
for (i=0;i<2;i++)
{
_BlurMaterial[i].initUnlit();
_BlurMaterial[i].setColor(CRGBA::White);
_BlurMaterial[i].setZWrite(false);
_BlurMaterial[i].setZFunc(CMaterial::always);
_BlurMaterial[i].setDoubleSided(true);
// Setup The Blur. NB: it will take advantage of Max 4 texture driver support, but will still
// work with 2 or 3 (less beautifull).
uint j;
for(j=1;j<4;j++)
{
_BlurMaterial[i].texEnvOpRGB(j, CMaterial::InterpolateConstant);
_BlurMaterial[i].texEnvArg0RGB(j, CMaterial::Texture, CMaterial::SrcColor);
_BlurMaterial[i].texEnvArg1RGB(j, CMaterial::Previous, CMaterial::SrcColor);
_BlurMaterial[i].texEnvOpAlpha(j, CMaterial::InterpolateConstant);
_BlurMaterial[i].texEnvArg0Alpha(j, CMaterial::Texture, CMaterial::SrcAlpha);
_BlurMaterial[i].texEnvArg1Alpha(j, CMaterial::Previous, CMaterial::SrcAlpha);
}
// Factor for Stage so the sum is 1.
_BlurMaterial[i].texConstantColor(1, CRGBA(128,128,128,128)); // factor= 1/2
_BlurMaterial[i].texConstantColor(2, CRGBA(85,85,85,85)); // factor= 1/3
_BlurMaterial[i].texConstantColor(3, CRGBA(64,64,64,64)); // factor= 1/4
}
_BlurTextureW= 0;
_BlurTextureH= 0;
// *** Setup copy
_CopyQuads.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
_CopyQuads.setNumVertices(4);
_CopyQuads.setPreferredMemory(CVertexBuffer::RAMVolatile, true);
CVertexBufferReadWrite vba;
_CopyQuads.lock (vba);
vba.setVertexCoord (0, CVector (0, 0, 0));
vba.setVertexCoord (1, CVector (1, 0, 0));
vba.setVertexCoord (2, CVector (1, 0, 1));
vba.setVertexCoord (3, CVector (0, 0, 1));
// Copy material
_CopyMaterial.initUnlit();
_CopyMaterial.setColor(CRGBA::White);
_CopyMaterial.setZWrite(false);
_CopyMaterial.setZFunc(CMaterial::always);
_CopyMaterial.setDoubleSided(true);
_CopyMaterial.setBlend (false);
_CopyMaterial.setAlphaTest (false);
_CopyMaterial.setBlendFunc (CMaterial::one, CMaterial::zero);
// **** Setup Receiving
// Setup the clamp texture.
const uint clampTextSize= 512;
const uint clampNearFadeSize= 32;
const uint clampFarFadeSize= 128;
uint textMemSize= 4*clampTextSize*1;
// Fill mem
uint8 *tmpMem= new uint8[textMemSize];
memset(tmpMem, 255, textMemSize);
for(i=0;i<clampNearFadeSize;++i)
{
float f= (float)i/clampNearFadeSize;
f= easeInEaseOut(f);
tmpMem[4*i+3]= uint8(255.f*f);
}
for(i=0;i<clampFarFadeSize;++i)
{
float f= (float)i/clampFarFadeSize;
f= easeInEaseOut(f);
tmpMem[4*(clampTextSize-i-1)+3]= uint8(255.f*f);
}
// build the texture
_ClampTexture = new CTextureMem (tmpMem, 4*clampTextSize*1, true, false, clampTextSize, 1);
_ClampTexture->setWrapS (ITexture::Clamp);
_ClampTexture->setWrapT (ITexture::Clamp);
_ClampTexture->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
_ClampTexture->generate();
_ClampTexture->setReleasable (false);
// For Texture Profiling
_ClampTexture->setTextureCategory(_TextureCategory);
// init material
_ReceiveShadowMaterial.initUnlit();
_ReceiveShadowMaterial.setBlend(true);
_ReceiveShadowMaterial.setBlendFunc(CMaterial::zero, CMaterial::invsrccolor);
_ReceiveShadowMaterial.setZWrite(false);
// FillRate Optim
_ReceiveShadowMaterial.setAlphaTest(true);
_ReceiveShadowMaterial.setAlphaTestThreshold(0.01f);
// ---- Stage 0. Project the ShadowMap. Blend the color between ShadowColor and White.
// setup texture coord gen
_ReceiveShadowMaterial.enableUserTexMat(0, true);
_ReceiveShadowMaterial.setTexCoordGen(0, true);
_ReceiveShadowMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace);
// Setup the stage so we interpolate ShadowColor and White (according to shadowmap alpha)
// nico : with D3D driver, limitation of the number of per stage constant (Only 1 if diffuse is used), so do a blend between inv diffuse & black (instead of diffuse & white), which resolve to a modulate between
// source alpha & inverse diffuse. then invert result at subsequent stage
_ReceiveShadowMaterial.texEnvOpRGB(0, CMaterial::Modulate);
_ReceiveShadowMaterial.texEnvArg0RGB(0, CMaterial::Diffuse, CMaterial::InvSrcColor);
_ReceiveShadowMaterial.texEnvArg1RGB(0, CMaterial::Texture, CMaterial::SrcAlpha);
// Take Alpha for AlphaTest only.
_ReceiveShadowMaterial.texEnvOpAlpha(0, CMaterial::Replace);
_ReceiveShadowMaterial.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
// ---- Stage 1. "Modulate" by Clamp Texture. Blend the color between stage0 color and White.
// setup texture coord gen
_ReceiveShadowMaterial.enableUserTexMat(1, true);
_ReceiveShadowMaterial.setTexCoordGen(1, true);
_ReceiveShadowMaterial.setTexCoordGenMode(1, CMaterial::TexCoordGenObjectSpace);
_ReceiveShadowMaterial.setTexture(1, _ClampTexture);
// Setup the stage so we interpolate Shadow and White (according to clamp alpha)
_ReceiveShadowMaterial.texEnvOpRGB(1, CMaterial::Modulate);
_ReceiveShadowMaterial.texEnvArg0RGB(1, CMaterial::Previous, CMaterial::SrcColor); // Color is inverted before the blend
_ReceiveShadowMaterial.texEnvArg1RGB(1, CMaterial::Texture, CMaterial::SrcAlpha);
// Take Alpha for AlphaTest only. (take 1st texture alpha...)
_ReceiveShadowMaterial.texEnvOpAlpha(0, CMaterial::Replace);
_ReceiveShadowMaterial.texEnvArg0Alpha(0, CMaterial::Previous, CMaterial::SrcAlpha);
// **** Setup Casting
_CasterShadowMaterial.initUnlit();
_CasterShadowMaterial.setColor(CRGBA::White);
_CasterShadowMaterial.setZWrite(false);
_CasterShadowMaterial.setZFunc(CMaterial::always);
_CasterShadowMaterial.setDoubleSided(true);
// Alpha Polygon coverage accumulate, for polygon smoothing
_CasterShadowMaterial.setBlend(true);
_CasterShadowMaterial.setBlendFunc(CMaterial::one, CMaterial::one);
_BlurQuads.setName("CShadowMapManager::_BlurQuads");
_FillQuads.setName("CShadowMapManager::_FillQuads");
_CopyQuads.setName("CShadowMapManager::_CopyQuads");
}
// ***************************************************************************
CShadowMapManager::~CShadowMapManager()
{
clearAllShadowCasters();
}
// ***************************************************************************
void CShadowMapManager::setQuadGridSize(uint size, float cellSize)
{
_ShadowReceiverGrid.create(size, cellSize);
}
// ***************************************************************************
void CShadowMapManager::addShadowCaster(CTransform *model)
{
_ShadowCasters.push_back(model);
}
// ***************************************************************************
void CShadowMapManager::addShadowReceiver(CTransform *model)
{
CAABBox bb;
model->getReceiverBBox(bb);
_ShadowReceiverGrid.insert(bb.getMin(), bb.getMax(), model);
}
// ***************************************************************************
void CShadowMapManager::renderGenerate(CScene *scene)
{
H_AUTO( NL3D_ShadowManager_Generate );
// Each frame, do a small garbage collector for unused free textures.
garbageShadowTextures(scene);
IDriver *driverForShadowGeneration= scene->getRenderTrav().getAuxDriver();
CSmartPtr<NL3D::ITexture> previousRenderTarget = driverForShadowGeneration->getRenderTarget();
// Init
// ********
uint32 wndW= _BlurTextureW, wndH= _BlurTextureH;
// get some text/screen size.
if(driverForShadowGeneration)
driverForShadowGeneration->getWindowSize(wndW, wndH);
uint baseTextureSize= scene->getShadowMapTextureSize();
// Minimize the Dest Texture size, so the blurTexture don't get too heavy in VRAM.
uint32 textDestW= min(wndW, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);
uint32 textDestH= min(wndH, (uint32)NL3D_SMM_MAX_TEXTDEST_SIZE);
// if not needed or if not possible, exit. test for wndSize is also important when window is minimized
if( _ShadowCasters.empty() ||
textDestW<baseTextureSize || textDestH<baseTextureSize)
{
clearAllShadowCasters();
return;
}
// If Needed to project some ShadowCaster, but none to compute this frame, quit.
if( _GenerateShadowCasters.empty() )
{
// But here don't reset since the renderProject() will do job
return;
}
// get the number of shadowMap compute we can do in one screen.
uint numTextW= textDestW/baseTextureSize;
uint numTextH= textDestH/baseTextureSize;
if(!isPowerOf2(numTextW))
numTextW= raiseToNextPowerOf2(numTextW)/2;
if(!isPowerOf2(numTextH))
numTextH= raiseToNextPowerOf2(numTextH)/2;
// the max shadow casters we can do in 1 screen pass.
uint maxSCPerPass= numTextW * numTextH;
// compute vp float size.
float vpWidth= (float)baseTextureSize / (float)(numTextW*baseTextureSize);
float vpHeight= (float)baseTextureSize / (float)(numTextH*baseTextureSize);
// Create / Update the Blur Texture
updateBlurTexture(*driverForShadowGeneration, numTextW * baseTextureSize, numTextH * baseTextureSize);
// Do NPass if a screen is not sufficient to render all shadow maps...
// ********
// bkup driver state
CViewport bkupViewport;
driverForShadowGeneration->getViewport(bkupViewport);
bool bkupFog= driverForShadowGeneration->fogEnabled();
// setup some state
driverForShadowGeneration->enableFog(false);
// Allow Writing on alpha only. => don't write on RGB objects!
driverForShadowGeneration->setColorMask(false, false, false, true);
uint numSC= (uint)_GenerateShadowCasters.size();
uint baseSC= 0;
while(numSC>0)
{
uint numPassSC= min(maxSCPerPass, numSC);
// number of line including the last line if not empty
uint numTotalLine= (numPassSC+numTextW-1)/numTextW;
// number of column.
uint numTotalCol= (numPassSC<numTextW)?numPassSC:numTextW;
// Render to the blur texture
driverForShadowGeneration->setRenderTarget (_BlurTexture[0], 0, 0, numTotalCol*baseTextureSize, numTotalLine*baseTextureSize);
uint textX, textY;
uint i;
// Render All Shadow Map
// ********
// Render the polygons with Smooth Anti-Alias. Less jittering for little performance overcost
if(_PolySmooth)
driverForShadowGeneration->enablePolygonSmoothing(true);
textX=0;
textY=0;
for(i=0;i<numPassSC;i++)
{
// get the transform to compute shadow map.
CTransform *sc= _GenerateShadowCasters[baseSC+i];
// select the shadow direction
CVector lightDir;
computeShadowDirection(scene, sc, lightDir);
// setup viewport to render to
CViewport vp;
vp.init(textX*baseTextureSize/(float)_BlurTextureW, textY*baseTextureSize/(float)_BlurTextureH, vpWidth, vpHeight);
driverForShadowGeneration->setupViewport(vp);
// TODO_SHADOW: optim: one big erase per pass, but just bbox needed (according to number of SC to render)
// do a siccor or prefer do a polygon clear?
CScissor sic;
sic.init(textX*baseTextureSize/(float)_BlurTextureW, textY*baseTextureSize/(float)_BlurTextureH, vpWidth, vpHeight);
driverForShadowGeneration->setupScissor(sic);
driverForShadowGeneration->clear2D(CRGBA(0,0,0,0));
// render to screen
sc->generateShadowMap(lightDir);
// next text
textX++;
if(textX==numTextW)
{
textX= 0;
textY++;
}
}
// Restore
if(_PolySmooth)
driverForShadowGeneration->enablePolygonSmoothing(false);
// For Subsequent operations, setup a full viewport and a "Screen Frustum"
CScissor sic;
sic.initFullScreen();
// TODO_SHADOW: optim: need scissor?
driverForShadowGeneration->setupScissor(sic);
CViewport vp;
vp.initFullScreen();
driverForShadowGeneration->setupViewport(vp);
driverForShadowGeneration->setFrustum(0, (float)_BlurTextureW, 0, (float)_BlurTextureH, -1,1,false);
driverForShadowGeneration->setupViewMatrix(CMatrix::Identity);
driverForShadowGeneration->setupModelMatrix(CMatrix::Identity);
// Ensure the One pixel black security on texture border
fillBlackBorder(driverForShadowGeneration, numPassSC, numTextW, numTextH, baseTextureSize);
// Blur.
// ********
uint numBlur= scene->getShadowMapBlurSize();
clamp(numBlur, 0U, 3U);
uint blurTarget = 0;
for(i=0;i<numBlur;i++)
{
// Set the blur texture target
blurTarget = (i+1)&1;
const uint blurSource = i&1;
driverForShadowGeneration->setRenderTarget (_BlurTexture[blurTarget], 0, 0, numTotalCol*baseTextureSize, numTotalLine*baseTextureSize);
// blur
applyFakeGaussianBlur(driverForShadowGeneration, numPassSC, numTextW, numTextH, baseTextureSize, blurSource);
// Ensure the One pixel black security on texture border
fillBlackBorder(driverForShadowGeneration, numPassSC, numTextW, numTextH, baseTextureSize);
}
// Copy the last blur texture
_CopyMaterial.setTexture(0, _BlurTexture[blurTarget]);
// Store Screen in ShadowMaps
// ********
textX=0;
textY=0;
for(i=0;i<numPassSC;i++)
{
// get the transform to compute shadow map.
CTransform *sc= _GenerateShadowCasters[baseSC+i];
CShadowMap *sm= sc->getShadowMap();
if(sm)
{
ITexture *text= sm->getTexture();
if(text)
{
uint bts= baseTextureSize;
// todo hulud : Try the temporary buffer trick (openGL)
//if (!driverForShadowGeneration->copyTargetToTexture (text, 0, 0, textX*bts, textY*bts, bts, bts))
{
// Copy the texture
driverForShadowGeneration->setRenderTarget (text, 0, 0, bts, bts);
driverForShadowGeneration->clear2D (CRGBA(0,0,0,0));
// Viewport is already fullscreen, set the frustum
driverForShadowGeneration->setFrustum(0, 1, 0, 1, -1,1,false);
// Set the vertex buffer UV
{
CVertexBufferReadWrite vba;
_CopyQuads.lock (vba);
const float u= (float)(textX*bts)*_BlurTextureOOW;
const float v= (float)(textY*bts)*_BlurTextureOOH;
const float width= (float)bts*_BlurTextureOOW;
const float height= (float)bts*_BlurTextureOOH;
vba.setTexCoord (0, 0, u, v);
vba.setTexCoord (1, 0, u+width, v);
vba.setTexCoord (2, 0, u+width, v+height);
vba.setTexCoord (3, 0, u, v+height);
}
// Vertex buffer
driverForShadowGeneration->activeVertexBuffer (_CopyQuads);
CScissor sic;
sic.initFullScreen();
// TODO_SHADOW: optim: need scissor?
driverForShadowGeneration->setupScissor(sic);
driverForShadowGeneration->setupViewMatrix(CMatrix::Identity);
driverForShadowGeneration->setupModelMatrix(CMatrix::Identity);
// Render the shadow in the final shadow texture
vp.init (0, 0, 1, 1);
driverForShadowGeneration->setupViewport(vp);
driverForShadowGeneration->renderRawQuads (_CopyMaterial, 0, 1);
// Set default render target
driverForShadowGeneration->setRenderTarget (NULL);
}
// Indicate to the ShadowMap that we have updated his Texture
sm->LastGenerationFrame= scene->getNumRender();
}
}
// next text
textX++;
if(textX==numTextW)
{
textX= 0;
textY++;
}
}
// next screen pass.
baseSC+= numPassSC;
numSC-= numPassSC;
}
// Set default render target
driverForShadowGeneration->setRenderTarget (previousRenderTarget);
// Allow Writing on all.
driverForShadowGeneration->setColorMask(true, true, true, true);
// Restore driver state. (do it here because driverForShadowGeneration may be the main screen).
driverForShadowGeneration->setupViewport(bkupViewport);
driverForShadowGeneration->enableFog(bkupFog);
// TODO_SHADOW: optim need scissor?
CScissor sic;
sic.initFullScreen();
driverForShadowGeneration->setupScissor(sic);
// ensure the Scene Driver has correct matrix setup (in common case where AuxDriver == Std Driver)
scene->getRenderTrav().setupDriverCamera();
// Clear ShadowCaster Generation
clearGenerateShadowCasters();
}
// ***************************************************************************
void CShadowMapManager::renderProject(CScene *scene)
{
// if not needed exit. NB renderGenerate() must have been called before.
if( _ShadowCasters.empty() )
{
return;
}
// Project ShadowMap on receivers.
// ********
H_AUTO( NL3D_ShadowManager_Project );
/* Fog Case: Since we do a modulate, we don't want to modulate the fog color with himself.
Instead, if the shadowed pixel is in full fog, we have to modulate him with Blac (modulate with INVERSE-source color, actually ...)
=> replace fog color with black temporarily
*/
IDriver *driver= scene->getRenderTrav().getDriver();
CRGBA bkupFogColor= driver->getFogColor();
driver->setupFog(driver->getFogStart(), driver->getFogEnd(), CRGBA::Black);
/* Light case: CVisualCollisionManager use a fakeLight to avoid ShadowMapping on backFaces of meshs
Hence must clean all lights, and enable only the Light0 in driver
*/
// Use CRenderTrav::resetLightSetup() to do so, to reset its Cache information
scene->getRenderTrav().resetLightSetup();
driver->enableLight(0, true);
// For each ShadowMap
for(uint i=0;i<_ShadowCasters.size();i++)
{
CTransform *caster= _ShadowCasters[i];
CShadowMap *sm= caster->getShadowMap();
nlassert(sm);
// NB: the ShadowCaster may not have a texture yet, for example because of Generate selection...
// If the final fade is 1, don't render!
if( sm->getTexture() && sm->getFinalFade()<1 )
{
CVector casterPos= caster->getWorldMatrix().getPos();
// Compute the World bbox (for quadGrid intersection)
CAABBox worldBB= sm->LocalBoundingBox;
worldBB.setCenter(worldBB.getCenter() + casterPos);
// compute the world matrix of the projection.
CMatrix worldProjMat= sm->LocalProjectionMatrix;
worldProjMat.setPos(worldProjMat.getPos()+casterPos);
// Now compute the textureMatrix, from WorldSpace to UV.
CMatrix wsTextMat;
wsTextMat= worldProjMat;
wsTextMat.invert();
// setup the Material.
_ReceiveShadowMaterial.setTexture(0, sm->getTexture());
/// Get The Mean Ambiant and Diffuse the caster receive (and cast, by approximation)
CRGBA ambient, diffuse;
computeShadowColors(scene, caster, ambient, diffuse);
// In some case, the ambient may be black, which cause problems because the shadow pop while diffuse fade.
// ThereFore, supose always a minimum of ambiant 10.
ambient.R= max(uint8(10), ambient.R);
ambient.G= max(uint8(10), ambient.G);
ambient.B= max(uint8(10), ambient.B);
// copute the shadowColor so that modulating a Medium diffuse terrain will get the correct result.
uint R= ambient.R + (diffuse.R>>1);
uint G= ambient.G + (diffuse.G>>1);
uint B= ambient.B + (diffuse.B>>1);
clamp(R, 1U, 256U);
clamp(G, 1U, 256U);
clamp(B, 1U, 256U);
/* screen= text*(a+d*0.5) (mean value). if we do shadowColor= a/(a+d*0.5f),
then we'll have "in theory" screen= text*a
*/
R= (uint)(256 * ambient.R / (float)R);
G= (uint)(256 * ambient.G / (float)G);
B= (uint)(256 * ambient.B / (float)B);
clamp(R,0U,255U);
clamp(G,0U,255U);
clamp(B,0U,255U);
/// Finally "modulate" with FinalFade.
if(sm->getFinalFade()>0)
{
sint factor= OptFastFloor( 256 * sm->getFinalFade() );
clamp(factor, 0, 256);
R= 255*factor + R*(256-factor); R>>=8;
G= 255*factor + G*(256-factor); G>>=8;
B= 255*factor + B*(256-factor); B>>=8;
}
_ReceiveShadowMaterial.setColor(CRGBA(uint8(R),uint8(G),uint8(B),255));
// init the _ShadowMapProjector
_ShadowMapProjector.setWorldSpaceTextMat(wsTextMat);
// select receivers.
_ShadowReceiverGrid.select(worldBB.getMin(), worldBB.getMax());
// For all receivers
TShadowReceiverGrid::CIterator it;
for(it= _ShadowReceiverGrid.begin();it!=_ShadowReceiverGrid.end();it++)
{
CTransform *receiver= *it;
// Avoid Auto-Casting.
if(receiver==caster)
continue;
// update the material texture projection
// see getReceiverRenderWorldMatrix() Doc for why using this instead of getWorldMatrix()
_ShadowMapProjector.applyToMaterial(receiver->getReceiverRenderWorldMatrix(), _ReceiveShadowMaterial);
// cast the shadow on them
receiver->receiveShadowMap(sm, casterPos, _ReceiveShadowMaterial);
}
// Additionaly, the VisualCollisionManager may manage some shadow receiving
CVisualCollisionManager *shadowVcm= scene->getVisualCollisionManagerForShadow();
if(shadowVcm)
{
shadowVcm->receiveShadowMap(driver, sm, casterPos, _ReceiveShadowMaterial, _ShadowMapProjector);
}
}
}
// Restore fog color
driver->setupFog(driver->getFogStart(), driver->getFogEnd(), bkupFogColor);
// Leave Light Setup in a clean State
scene->getRenderTrav().resetLightSetup();
// TestYoyo. Display Projection BBox.
/*{
for(uint i=0;i<_ShadowCasters.size();i++)
{
// get the transform to compute shadow map.
CTransform *sc= _ShadowCasters[i];
CShadowMap *sm= sc->getShadowMap();
if(sm)
{
CVector p0= sm->LocalProjectionMatrix.getPos() + sc->getWorldMatrix().getPos();
IDriver &drv= *driver;
drv.setupModelMatrix(CMatrix::Identity);
CDRU::drawWiredBox(p0, sm->LocalProjectionMatrix.getI(), sm->LocalProjectionMatrix.getJ(),
sm->LocalProjectionMatrix.getK(), CRGBA::White, drv);
}
}
}*/
/* // hulud test
CScissor sic;
sic.initFullScreen();
// TODO_SHADOW: optim: need scissor?
driver->setupScissor(sic);
driver->setupViewMatrix(CMatrix::Identity);
driver->setupModelMatrix(CMatrix::Identity);
driver->setFrustum (0,1,0,1,-1,1,false);
// Render the shadow in the final shadow texture
CViewport vp;
vp.init (0, 0, 0.5f, 0.5f);
driver->setupViewport(vp);
static CVertexBuffer CopyQuads;
static CMaterial CopyMaterial;
CopyMaterial.initUnlit();
CopyMaterial.setColor(CRGBA::White);
CopyMaterial.setZWrite(false);
CopyMaterial.setZFunc(CMaterial::always);
CopyMaterial.setDoubleSided(true);
CopyMaterial.setBlend (false);
CopyMaterial.setAlphaTest (false);
CopyMaterial.setBlendFunc (CMaterial::one, CMaterial::zero);
CopyMaterial.texEnvOpRGB(0, CMaterial::Replace);
CopyMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcAlpha);
CopyQuads.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
CopyQuads.setNumVertices(4);
{
CVertexBufferReadWrite vba;
CopyQuads.lock (vba);
vba.setVertexCoord (0, CVector (0, 0, 0));
vba.setVertexCoord (1, CVector (1, 0, 0));
vba.setVertexCoord (2, CVector (1, 0, 1));
vba.setVertexCoord (3, CVector (0, 0, 1));
vba.setTexCoord (0, 0, 0, 0);
vba.setTexCoord (1, 0, 1, 0);
vba.setTexCoord (2, 0, 1, 1);
vba.setTexCoord (3, 0, 0, 1);
}
driver->activeVertexBuffer (CopyQuads);
if (_ShadowCasters.size()>0)
{
// get the transform to compute shadow map.
CTransform *sc= _ShadowCasters[0];
CShadowMap *sm= sc->getShadowMap();
if(sm)
{
CopyMaterial.setTexture (0, sm->getTexture());
driver->renderRawQuads (CopyMaterial, 0, 1);
}
}*/
// Release pass.
// ********
clearAllShadowCasters();
}
// ***************************************************************************
void CShadowMapManager::computeShadowDirection(CScene *scene, CTransform *sc, CVector &lightDir)
{
// merge the sunLight and pointLights into a single directional
lightDir= scene->getSunDirection();
const CLightContribution &lc= sc->getLightContribution();
// For Better result, weight with the light color too.
CRGBA color= scene->getSunDiffuse();
lightDir*= (float)lc.SunContribution * (color.R + color.G + color.B);
// merge pointLights
const CVector &modelPos= sc->getWorldMatrix().getPos();
for(uint i=0;i<NL3D_MAX_LIGHT_CONTRIBUTION;i++)
{
CPointLight *pl= lc.PointLight[i];
// End of List?
if(!pl)
break;
CVector plDir= modelPos - pl->getPosition();
plDir.normalize();
// Sum with this light, weighted by AttFactor, and light color
color= pl->getDiffuse();
lightDir+= plDir * (float)lc.AttFactor[i] * (float)(color.R + color.G + color.B);
}
// normalize merged dir
lightDir.normalize();
// clamp the light direction in z, according to Caster restriction
float zThre= sc->getShadowMapDirectionZThreshold();
if(lightDir.z>zThre)
{
/* normalize the x/y component so z=zthre
we want this: sqrt(x2+y2+z2)==1, which solve for x2+y2= 1-z2
the scale to apply to x and y is therefore deduced from:
sqr(scale)=(1-z2)/(x2+y2)
*/
float scale= 0.f;
if(lightDir.x!=0.f || lightDir.y!=0.f)
scale= sqrtf( (1-sqr(zThre)) / (sqr(lightDir.x)+sqr(lightDir.y)) );
lightDir.x*= scale;
lightDir.y*= scale;
// force z component to be at least zthre
lightDir.z= zThre;
// re-normalize in case of precision problems
lightDir.normalize();
}
}
// ***************************************************************************
void CShadowMapManager::computeShadowColors(CScene *scene, CTransform *sc, CRGBA &ambient, CRGBA &diffuse)
{
const CLightContribution &lc= sc->getLightContribution();
// Get the current ambiant
ambient= lc.computeCurrentAmbient(scene->getSunAmbient());
// Compute the current diffuse as a sum (not a mean)
uint r, g, b;
CRGBA color= scene->getSunDiffuse();
r= color.R * lc.SunContribution;
g= color.G * lc.SunContribution;
b= color.B * lc.SunContribution;
// Add PointLights contribution
for(uint i=0;i<NL3D_MAX_LIGHT_CONTRIBUTION;i++)
{
CPointLight *pl= lc.PointLight[i];
// End of List?
if(!pl)
break;
// Sum with this light, weighted by AttFactor
color= pl->getDiffuse();
r+= color.R * lc.AttFactor[i];
g+= color.G * lc.AttFactor[i];
b+= color.B * lc.AttFactor[i];
}
// normalize
r>>=8;
g>>=8;
b>>=8;
// Don't take the MergedPointLight into consideration (should add to the diffuse part here, but rare case)
diffuse.R= uint8(min(r, 255U));
diffuse.G= uint8(min(g, 255U));
diffuse.B= uint8(min(b, 255U));
}
// ***************************************************************************
void CShadowMapManager::fillBlackBorder(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize)
{
if(numPassText==0)
return;
// the number of lines that have all their column disp.
uint numFullLine= numPassText/numTextW;
// for the last line not full, the number of column setuped
uint lastLineNumCol= numPassText - (numFullLine*numTextW);
// number of line including the last line if not empty
uint numTotalLine= numFullLine + (lastLineNumCol?1:0);
// Compute how many quads to render
uint numHQuads= numTotalLine * 2;
uint numTotalCol;
uint numVQuads;
if(numFullLine)
numTotalCol= numTextW;
else
numTotalCol= lastLineNumCol;
numVQuads= numTotalCol * 2;
_FillQuads.setNumVertices((numVQuads + numHQuads)*4);
// Fill HQuads.
uint i;
for(i=0;i<numTotalLine;i++)
{
uint w;
if(i<numFullLine)
w= numTextW*baseTextureSize;
else
w= lastLineNumCol*baseTextureSize;
// bottom of text
setBlackQuad(i*2+0, 0, i*baseTextureSize, w, 1);
// top of text
setBlackQuad(i*2+1, 0, (i+1)*baseTextureSize-1, w, 1);
}
// Fill VQuads;
uint baseId= numTotalLine*2;
for(i=0;i<numTotalCol;i++)
{
uint h;
if(i<lastLineNumCol)
h= numTotalLine*baseTextureSize;
else
h= numFullLine*baseTextureSize;
// left of text
setBlackQuad(baseId + i*2+0, i*baseTextureSize, 0, 1, h);
// right of text
setBlackQuad(baseId + i*2+1, (i+1)*baseTextureSize-1, 0, 1, h);
}
// Render Quads
_FillMaterial.setColor(CRGBA(0,0,0,0));
drv->activeVertexBuffer(_FillQuads);
drv->renderRawQuads(_FillMaterial, 0, numHQuads+numVQuads);
}
// ***************************************************************************
void CShadowMapManager::setBlackQuad(uint index, sint x, sint y, sint w, sint h)
{
float x0= (float)x;
float y0= (float)y;
float x1= (float)x+(float)w;
float y1= (float)y+(float)h;
index*= 4;
CVertexBufferReadWrite vba;
_FillQuads.lock(vba);
vba.setVertexCoord (index+0, CVector (x0, 0, y0));
vba.setVertexCoord (index+1, CVector (x1, 0, y0));
vba.setVertexCoord (index+2, CVector (x1, 0, y1));
vba.setVertexCoord (index+3, CVector (x0, 0, y1));
}
// ***************************************************************************
void CShadowMapManager::updateBlurTexture(IDriver &drv, uint w, uint h)
{
w= max(w, 2U);
h= max(h, 2U);
// if same size than setup, quit
if(_BlurTextureW==w && _BlurTextureH==h)
return;
// release old SmartPtr
uint i, j;
for (i=0; i<2; i++)
{
_BlurMaterial[i].setTexture(0, NULL);
_BlurMaterial[i].setTexture(1, NULL);
_BlurMaterial[i].setTexture(2, NULL);
_BlurMaterial[i].setTexture(3, NULL);
}
_BlurTexture[0]= NULL;
_BlurTexture[1]= NULL;
_BlurTextureW= w;
_BlurTextureH= h;
// NB: the format must be RGBA; else slow copyFrameBufferToTexture()
for (i=0; i<2; i++)
{
uint8 *tmpMem= new uint8[4*_BlurTextureW*_BlurTextureH];
_BlurTexture[i] = new CTextureMem (tmpMem, 4*_BlurTextureW*_BlurTextureH, true, false, _BlurTextureW, _BlurTextureH);
_BlurTexture[i]->setWrapS (ITexture::Clamp);
_BlurTexture[i]->setWrapT (ITexture::Clamp);
_BlurTexture[i]->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
_BlurTexture[i]->generate();
_BlurTexture[i]->setReleasable (false);
_BlurTexture[i]->setRenderTarget (true);
// For Texture Profiling
_BlurTexture[i]->setTextureCategory(_TextureCategory);
}
uint maxNumCstLighted;
uint maxNumCstUnlighted;
drv.getNumPerStageConstant(maxNumCstLighted, maxNumCstUnlighted);
// set to the material
for (i=0; i<2; i++)
{
for (j=0; j<maxNumCstUnlighted; j++)
{
_BlurMaterial[i].setTexture(j, _BlurTexture[i]);
}
}
// compute values for texturing
_BlurTextureOOW= 1.f / _BlurTextureW;
_BlurTextureOOH= 1.f / _BlurTextureH;
// The Delta HalfPixel
_BlurTextureD05W= 0.5f*_BlurTextureOOW;
_BlurTextureD05H= 0.5f*_BlurTextureOOH;
}
// ***************************************************************************
void CShadowMapManager::copyScreenToBlurTexture(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize)
{
if(numPassText==0)
return;
// TODO_SHADOW: optim: split into 2 copy for less pixel draw on the last line? No because of OverHead?
// number of line including the last line if not empty
// uint numTotalLine= (numPassText+numTextW-1)/numTextW;
// number of column.
// uint numTotalCol= (numPassText<numTextW)?numPassText:numTextW;
/* todo hulud shadows
drv->copyFrameBufferToTexture(_BlurTexture, 0, 0, 0, 0, 0, numTotalCol*baseTextureSize, numTotalLine*baseTextureSize); */
}
// ***************************************************************************
void CShadowMapManager::applyFakeGaussianBlur(IDriver *drv, uint numPassText, uint numTextW, uint numTextH, uint baseTextureSize, uint blurSource)
{
if(numPassText==0)
return;
// the number of lines that have all their column disp.
uint numFullLine= numPassText/numTextW;
// for the last line not full, the number of column setuped
uint lastLineNumCol= numPassText - (numFullLine*numTextW);
// Split into 2 quads. one for the first full lines, and one for the last not full line.
uint index= 0;
if(numFullLine)
setBlurQuadFakeGaussian(index++, 0, 0, numTextW*baseTextureSize, numFullLine*baseTextureSize);
if(lastLineNumCol)
setBlurQuadFakeGaussian(index++, 0, numFullLine*baseTextureSize, lastLineNumCol*baseTextureSize, baseTextureSize);
// render
drv->activeVertexBuffer(_BlurQuads);
drv->renderRawQuads(_BlurMaterial[blurSource], 0, index);
}
// ***************************************************************************
void CShadowMapManager::setBlurQuadFakeGaussian(uint index, sint x, sint y, sint w, sint h)
{
float x0= (float)x;
float y0= (float)y;
float x1= (float)x+(float)w;
float y1= (float)y+(float)h;
float u0= x0*_BlurTextureOOW;
float v0= y0*_BlurTextureOOH;
float u1= x1*_BlurTextureOOW;
float v1= y1*_BlurTextureOOH;
index*= 4;
// NB: the order of the Delta (--,++,-+,+-) is made so it works well with 2,3 or 4 texture support.
// vertex 0
CVertexBufferReadWrite vba;
_BlurQuads.lock(vba);
vba.setVertexCoord (index+0, CVector (x0, 0, y0));
vba.setTexCoord(index+0, 0, u0-_BlurTextureD05W, v0-_BlurTextureD05H);
vba.setTexCoord(index+0, 1, u0+_BlurTextureD05W, v0+_BlurTextureD05H);
vba.setTexCoord(index+0, 2, u0-_BlurTextureD05W, v0+_BlurTextureD05H);
vba.setTexCoord(index+0, 3, u0+_BlurTextureD05W, v0-_BlurTextureD05H);
// vertex 1
vba.setVertexCoord (index+1, CVector (x1, 0, y0));
vba.setTexCoord(index+1, 0, u1-_BlurTextureD05W, v0-_BlurTextureD05H);
vba.setTexCoord(index+1, 1, u1+_BlurTextureD05W, v0+_BlurTextureD05H);
vba.setTexCoord(index+1, 2, u1-_BlurTextureD05W, v0+_BlurTextureD05H);
vba.setTexCoord(index+1, 3, u1+_BlurTextureD05W, v0-_BlurTextureD05H);
// vertex 2
vba.setVertexCoord (index+2, CVector (x1, 0, y1));
vba.setTexCoord(index+2, 0, u1-_BlurTextureD05W, v1-_BlurTextureD05H);
vba.setTexCoord(index+2, 1, u1+_BlurTextureD05W, v1+_BlurTextureD05H);
vba.setTexCoord(index+2, 2, u1-_BlurTextureD05W, v1+_BlurTextureD05H);
vba.setTexCoord(index+2, 3, u1+_BlurTextureD05W, v1-_BlurTextureD05H);
// vertex 3
vba.setVertexCoord (index+3, CVector (x0, 0, y1));
vba.setTexCoord(index+3, 0, u0-_BlurTextureD05W, v1-_BlurTextureD05H);
vba.setTexCoord(index+3, 1, u0+_BlurTextureD05W, v1+_BlurTextureD05H);
vba.setTexCoord(index+3, 2, u0-_BlurTextureD05W, v1+_BlurTextureD05H);
vba.setTexCoord(index+3, 3, u0+_BlurTextureD05W, v1-_BlurTextureD05H);
}
// ***************************************************************************
struct CShadowMapSort
{
CTransform *Caster;
float Weight;
bool operator<(const CShadowMapSort &o) const
{
return Weight<o.Weight;
}
};
// ***************************************************************************
void CShadowMapManager::selectShadowMapsToGenerate(CScene *scene)
{
// TODO: Scene option.
const uint maxPerFrame= 8;
const float minCamDist= 10;
const CVector &camPos= scene->getRenderTrav().CamPos;
uint i;
// **** Clear first
clearGenerateShadowCasters();
// If the scene filter skeleton render, suppose no generation at all. Ugly.
if(! (scene->getFilterRenderFlags() & UScene::FilterSkeleton) )
return;
// **** Select
// For all ShadowCaster inserted
static vector<CShadowMapSort> sortList;
sortList.clear();
sortList.reserve(_ShadowCasters.size());
for(i=0;i<_ShadowCasters.size();i++)
{
CTransform *caster= _ShadowCasters[i];
/* If the shadowMap exist, and if not totaly faded
NB: take FinalFade here because if 1, it won't be rendered in renderProject()
so don't really need to update (useful for update reason, but LastGenerationFrame do the job)
*/
if(caster->getShadowMap() && caster->getShadowMap()->getFinalFade()<1 )
{
CShadowMapSort sms;
sms.Caster= caster;
// The Weight is the positive delta of frame
sms.Weight= (float)(scene->getNumRender() - caster->getShadowMap()->LastGenerationFrame);
// Modulated by Caster Distance from Camera.
float distToCam= (caster->getWorldMatrix().getPos() - camPos).norm();
distToCam= max(distToCam, minCamDist);
// The farthest, the less important
sms.Weight/= distToCam;
// Append
sortList.push_back(sms);
}
}
// Sort increasing
sort(sortList.begin(), sortList.end());
// Select the best
uint numSel= min((uint)sortList.size(), maxPerFrame);
_GenerateShadowCasters.resize(numSel);
for(i= 0;i<numSel;i++)
{
_GenerateShadowCasters[i]= sortList[sortList.size()-1-i].Caster;
}
// **** Flag selecteds
// For All selected models, indicate that they will generate shadowMap for this Frame.
for(i=0;i<_GenerateShadowCasters.size();i++)
{
_GenerateShadowCasters[i]->setGeneratingShadowMap(true);
}
}
// ***************************************************************************
void CShadowMapManager::clearAllShadowCasters()
{
_ShadowReceiverGrid.clear();
_ShadowCasters.clear();
clearGenerateShadowCasters();
}
// ***************************************************************************
void CShadowMapManager::clearGenerateShadowCasters()
{
// Reset first each flag of all models
for(uint i=0;i<_GenerateShadowCasters.size();i++)
{
_GenerateShadowCasters[i]->setGeneratingShadowMap(false);
}
_GenerateShadowCasters.clear();
}
// ***************************************************************************
ITexture *CShadowMapManager::allocateTexture(uint textSize)
{
nlassert( isPowerOf2(textSize) );
// **** First, find a free texture already allocated.
if(!_FreeShadowTextures.empty())
{
ITexture *freeText= _FreeShadowTextures.back()->second;
// If Ok for the size.
if(freeText->getWidth() == textSize)
{
// take this texture => no more free.
_FreeShadowTextures.pop_back();
return freeText;
}
// else, suppose that we still take this slot.
else
{
// but since bad size, delete this slot from the map and create a new one (below)
_ShadowTextureMap.erase(_FreeShadowTextures.back());
// no more valid it
_FreeShadowTextures.pop_back();
}
}
// **** Else Allocate new one.
// NB: the format must be RGBA; else slow copyFrameBufferToTexture()
uint8 *tmpMem= new uint8[4*textSize*textSize];
ITexture *text;
text = new CTextureMem (tmpMem, 4*textSize*textSize, true, false, textSize, textSize);
text->setWrapS (ITexture::Clamp);
text->setWrapT (ITexture::Clamp);
text->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
text->generate();
text->setReleasable (false);
text->setRenderTarget (true);
// For Texture Profiling
text->setTextureCategory(_TextureCategory);
// Setup in the map.
_ShadowTextureMap[text]= text;
return text;
}
// ***************************************************************************
void CShadowMapManager::releaseTexture(ITexture *text)
{
if(!text)
return;
ItTextureMap it= _ShadowTextureMap.find(text);
nlassert(it!=_ShadowTextureMap.end());
// Don't release it, but insert in Free Space
_FreeShadowTextures.push_back(it);
}
// ***************************************************************************
void CShadowMapManager::garbageShadowTextures(CScene *scene)
{
uint defSize= scene->getShadowMapTextureSize();
// For all Free Textures only, release the one that are no more of the wanted default ShadowMap Size.
std::vector<ItTextureMap>::iterator itVec= _FreeShadowTextures.begin();
for(;itVec!=_FreeShadowTextures.end();)
{
if((*itVec)->second->getWidth() != defSize)
{
// release the map texture iterator
_ShadowTextureMap.erase(*itVec);
// release the Vector Free iterator.
itVec= _FreeShadowTextures.erase(itVec);
}
else
{
itVec++;
}
}
// For memory optimisation, allow only a small extra of Texture allocated.
if(_FreeShadowTextures.size()>NL3D_SMM_MAX_FREETEXT)
{
// Release the extra texture (Hysteresis: divide by 2 the max wanted free to leave)
uint startToFree= NL3D_SMM_MAX_FREETEXT/2;
for(uint i=startToFree;i<_FreeShadowTextures.size();i++)
{
// Free the texture entry.
_ShadowTextureMap.erase(_FreeShadowTextures[i]);
}
// resize vector
_FreeShadowTextures.resize(startToFree);
}
}
} // NL3D