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CascadedShadowMap.cpp
228 lines (191 loc) · 7.72 KB
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CascadedShadowMap.cpp
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#include "CascadedShadowMap.h"
#include "Profiler.h"
#include "GameState.h"
#include "MatrixManager.h"
#include "ShaderManager.h"
#include "SceneManager.h"
#define ANG2RAD 3.14159265358979323846/180.0
CascadedShadowMap::CascadedShadowMap()
{
CascadedShadowMap(1024);
}
CascadedShadowMap::CascadedShadowMap(int nSize, float nSlice1, float nSlice2, float nSlice3)
{
for (int i=0;i<4;i++)
{
m_shadowMaps[i] = new DepthBuffer(nSize,nSize);
}
m_nSlices[0] = nSlice1;
m_nSlices[1] = nSlice2;
m_nSlices[2] = nSlice3;
this->m_nSize = nSize;
}
void CascadedShadowMap::buildShadowMaps(Camera *camera, View *view, DirectLight *light)
{
//Profiler::getInstance()->startProfile("Build Shadow Maps");
float nSlice[] = {0.0, m_nSlices[0], m_nSlices[1], m_nSlices[2], 1.0};
Frustum *frustum = new Frustum();
frustum->getFrustum(camera, view);
m_shadowMaps[3]->bind();
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
for (int i=0; i<4; i++)
{
Camera *lightCamera = createLightCamera(nSlice[i],nSlice[i+1],camera,view,light);
View *lightView = createLightView(nSlice[i],nSlice[i+1],camera,lightCamera,view,frustum);
Frustum *lightFrustum = new Frustum();
lightFrustum->getOrthoFrustum(lightCamera,lightView);
MatrixManager::getInstance()->putMatrix4(MODELVIEW, glm::mat4(1.0f));
MatrixManager::getInstance()->putMatrix4(PROJECTION, glm::mat4(1.0f));
m_shadowMaps[i]->bind();
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glPushAttrib( GL_VIEWPORT_BIT );
glViewport( 0, 0, m_nSize, m_nSize);
lightView->use3D(false);
GLSLProgram *glslProgram = ShaderManager::getInstance()->getShader("DirectShadow");
glslProgram->use();
glm::mat4 cameraMat = glm::mat4(1.0f);
cameraMat = lightCamera->transformToMatrix(cameraMat);
m_m4LightMatrix[i] = MatrixManager::getInstance()->getMatrix4(PROJECTION) * cameraMat;
MatrixManager::getInstance()->putMatrix4(MODELVIEW, cameraMat);
glslProgram->sendUniform("projectionMatrix", &MatrixManager::getInstance()->getMatrix4(PROJECTION)[0][0]);
glBindAttribLocation(glslProgram->getHandle(), 0, "v_vertex");
SceneManager::getInstance()->draw("DirectShadow");
glslProgram->disable();
glPopAttrib();
m_shadowMaps[i]->unbind();
delete lightCamera;
delete lightView;
delete lightFrustum;
}
glEnable(GL_CULL_FACE);
//Profiler::getInstance()->endProfile();
}
Camera *CascadedShadowMap::createLightCamera(float nSlice1, float nSlice2, Camera *camera, View *view, DirectLight *dLight)
{
Vector3 lightLookAt = dLight->getDirection();
Vector3 lightRight = dLight->getRight();
Vector3 lightUp = dLight->getUp();
float viewDepth = (float)(view->getNear()+(view->getFar()-view->getNear())*(nSlice2+nSlice1)/2.0);
Vector3 cameraDir = camera->getLookAt()-camera->getEyeV();
cameraDir.normalize();
Vector3 lightLookPoint = camera->getEyeV()+cameraDir*viewDepth;
Vector3 lightPos = lightLookPoint-lightLookAt*25.0;
Camera *lightCamera = new Camera();
lightCamera->setPosition(lightPos[0],lightPos[1],lightPos[2]);
lightCamera->setLookAt(lightLookPoint[0],lightLookPoint[1],lightLookPoint[2]);
lightCamera->setUp(lightUp[0],lightUp[1],lightUp[2]);
lightCamera->setRight(lightRight[0],lightRight[1],lightRight[2]);
return lightCamera;
}
View *CascadedShadowMap::createLightView(float nSlice1, float nSlice2, Camera *camera, Camera *lightCamera, View *view, Frustum *frustum)
{
glm::vec3 ntl,ntr,nbl,nbr,ftl,ftr,fbl,fbr,nc,fc,X,Y,Z;
float nearDepth = (float)(view->getNear()+(view->getFar()-view->getNear())*nSlice1);
float farDepth = (float)(view->getNear()+(view->getFar()-view->getNear())*nSlice2);
float nh = (frustum->getHeightNear()+(frustum->getHeightFar()-frustum->getHeightNear())*nSlice1)/2.0f;
float nw = (frustum->getWidthNear()+(frustum->getWidthFar()-frustum->getWidthNear())*nSlice1)/2.0f;
float fh = (frustum->getHeightNear()+(frustum->getHeightFar()-frustum->getHeightNear())*nSlice2)/2.0f;
float fw = (frustum->getWidthNear()+(frustum->getWidthFar()-frustum->getWidthNear())*nSlice2)/2.0f;
glm::vec3 cameraRight(camera->getRight()[0], camera->getRight()[1], camera->getRight()[2]);
glm::vec3 cameraUp(camera->getUp()[0], camera->getUp()[1], camera->getUp()[2]);
glm::vec3 cameraLookAt(camera->getLookAt()[0],camera->getLookAt()[1],camera->getLookAt()[2]);
glm::vec3 cameraEye(camera->getEyeV()[0],camera->getEyeV()[1],camera->getEyeV()[2]);
X = cameraRight;
X = glm::normalize(X);
Y = cameraUp;
Y = glm::normalize(Y);
Z = cameraLookAt - cameraEye;
Z = glm::normalize(Z);
nc = cameraEye+Z*nearDepth;
fc = cameraEye+Z*farDepth;
ntl = nc + Y * nh - X * nw;
ntr = nc + Y * nh + X * nw;
nbl = nc - Y * nh - X * nw;
nbr = nc - Y * nh + X * nw;
ftl = fc + Y * fh - X * fw;
ftr = fc + Y * fh + X * fw;
fbl = fc - Y * fh - X * fw;
fbr = fc - Y * fh + X * fw;
// calculate the actual bounds for the ortho projection
glm::mat4 lightMVP;
lightMVP = glm::ortho(-1,1,-1,1,0,1);
lightMVP = lightCamera->transformToMatrix(lightMVP);
float left, right, up, down, back;
glm::vec4 corners[] = {glm::vec4(ntl,1.0f), glm::vec4(ntr,1.0f), glm::vec4(nbl,1.0f), glm::vec4(nbr,1.0f),
glm::vec4(ftl,1.0f), glm::vec4(ftr,1.0f), glm::vec4(fbl,1.0f), glm::vec4(fbr,1.0f)};
// get the projected positions of the corners
for (int i=0; i<8; i++)
{
corners[i]=lightMVP*corners[i];
}
left = corners[0][0];
right = corners[0][0];
up = corners[0][1];
down = corners[0][1];
back = corners[0][2];
// determine the bounds
for (int i=1; i<8; i++)
{
if (corners[i][0]<left)
{
left=corners[i][0];
}
if (corners[i][0]>right)
{
right=corners[i][0];
}
if (corners[i][1]<down)
{
down=corners[i][1];
}
if (corners[i][1]>up)
{
up=corners[i][1];
}
if (corners[i][2]>back)
{
back=corners[i][2];
}
}
View *lightView = new View();
lightView->set2D(left,right,down,up,0.1,50);
return lightView;
}
void CascadedShadowMap::sendToShader(string sShader)
{
GLSLProgram *glslProgram = ShaderManager::getInstance()->getShader(sShader);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D,m_shadowMaps[0]->getTexture());
glslProgram->sendUniform("shadowMap[0]",4);
glActiveTexture(GL_TEXTURE5);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_shadowMaps[1]->getTexture());
glslProgram->sendUniform("shadowMap[1]",5);
glActiveTexture(GL_TEXTURE6);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_shadowMaps[2]->getTexture());
glslProgram->sendUniform("shadowMap[2]",6);
glActiveTexture(GL_TEXTURE7);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_shadowMaps[3]->getTexture());
glslProgram->sendUniform("shadowMap[3]",7);
glslProgram->sendUniform("slices[0]",m_nSlices[0]);
glslProgram->sendUniform("slices[1]",m_nSlices[1]);
glslProgram->sendUniform("slices[2]",m_nSlices[2]);
m_m4LightMatrix[0] = glm::translate(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * glm::scale(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * m_m4LightMatrix[0];
m_m4LightMatrix[1] = glm::translate(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * glm::scale(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * m_m4LightMatrix[1];
m_m4LightMatrix[2] = glm::translate(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * glm::scale(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * m_m4LightMatrix[2];
m_m4LightMatrix[3] = glm::translate(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * glm::scale(glm::mat4(1.0f),glm::vec3(0.5f,0.5f,0.5f)) * m_m4LightMatrix[3];
glslProgram->sendUniform("lightMatrix[0]", &m_m4LightMatrix[0][0][0]);
glslProgram->sendUniform("lightMatrix[1]", &m_m4LightMatrix[1][0][0]);
glslProgram->sendUniform("lightMatrix[2]", &m_m4LightMatrix[2][0][0]);
glslProgram->sendUniform("lightMatrix[3]", &m_m4LightMatrix[3][0][0]);
}
void CascadedShadowMap::bindShadowMap(int nMap)
{
glBindTexture(GL_TEXTURE_2D,m_shadowMaps[nMap]->getTexture());
}