tge/engine/game/shadow.cc
2017-04-17 06:17:10 -06:00

643 lines
20 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/shadow.h"
#include "sim/sceneObject.h"
#include "dgl/dgl.h"
#include "core/fileStream.h"
#include "core/bitRender.h"
#include "platform/platform.h"
#include "interior/interiorInstance.h"
#include "lightingSystem/sgLighting.h"
#include "lightingSystem/sgObjectShadows.h"
DepthSortList Shadow::smDepthSortList;
TextureHandle* Shadow::smGenericShadowTexture = NULL;
S32 Shadow::smGenericShadowDim = 32;
S32 Shadow::smInstanceCount = 0;
U32 Shadow::smShadowMask = TerrainObjectType | InteriorObjectType;
F32 Shadow::smShapeDetailScale = 1.0f;
S32 Shadow::smShapeDetailMin = 2; // never select anything less than this detail unless other value supplied
F32 Shadow::smSmallestVisibleSize = 6.0f; // stop drawing shadows when less than 6 pixels in size
F32 Shadow::smLightDirSkew = 0.0f;
F32 Shadow::smLightLenSkew = 0.0f;
F32 Shadow::smGenericRadiusSkew = 0.4f; // shrink radius of shape when it always uses generic shadow...
bool Shadow::smAlwaysUseGenericBmp = false;
F32 Shadow::smGlobalShadowDetail = 1.0f;
Vector<U32> gShadowBits(__FILE__, __LINE__);
Box3F gShadowBox;
SphereF gShadowSphere;
Point3F gShadowPoly[4];
Shadow::DistanceDetail Shadow::smDefaultDistanceDetails[] =
{
{ 0.0f, 0.0f, 0.0f },
{ 100.0f, 0.0f, 0.0f },
{ 500.0f, 1.0f, 0.5f },
{ 1000.0f, 1.0f, 0.7f }
};
Shadow::PixelSizeDetail sgShadowDetailHighest[] =
{
{ 130.0f, 5, 256, 1, false },
{ 25.0f, 10, 128, 1, false },
{ 5.0f, 20, 64, 1, false },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailHigh[] =
{
{ 130.0f, 10, 256, 1, false },
{ 25.0f, 20, 128, 1, false },
{ 7.0f, 50, 64, 0, false },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailMedium[] =
{
{ 130.0f, 10, 128, 1, false },
{ 25.0f, 20, 128, 1, false },
{ 7.0f, 50, 64, 0, false },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailLow[] =
{
{ 130.0f, 20, 64, 1, false },
{ 25.0f, 40, 64, 1, false },
{ 7.0f, 100, 32, 1, false },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailLowest[] =
{
{ 130.0f, 25, 64, 1, false },
{ 25.0f, 50, 64, 1, false },
{ 10.0f, 100, 32, 1, false },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailDamnNearOff[] =
{
{ 130.0f, 25, 64, 1, false },
{ 25.0f, 75, 32, 1, false },
{ 10.0f, 0, 0, 0, true },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail sgShadowDetailGeneric[] =
{
{ 130.0f, 0, 0, 0, true },
{ 25.0f, 0, 0, 0, true },
{ 10.0f, 0, 0, 0, true },
{ 0.0f, 0, 0, 0, true }
};
Shadow::PixelSizeDetail *sgShadowDetailList[] = {sgShadowDetailHighest, sgShadowDetailHigh,
sgShadowDetailMedium, sgShadowDetailLow, sgShadowDetailLowest, sgShadowDetailDamnNearOff,
sgShadowDetailGeneric};
S32 sgShadowDetailListCount = sizeof(sgShadowDetailList) / sizeof(Shadow::PixelSizeDetail *);
void Shadow::setGlobalShadowDetailLevel(F32 d)
{
smGlobalShadowDetail = d;
smShapeDetailScale = 0.5f + d*0.5f;
smShapeDetailMin = d>0.49f ? 2 : 3;
smSmallestVisibleSize = d>0.7f ? 6 : (d>0.4f ? 7 : (d>0.3f ? 8 : (d>0.2f ? 9 : 10)));
smLightDirSkew = 0.85f * (1.0f-d);
smLightLenSkew = (1.0f-d) * 0.5f;
}
//--------------------------------------------------------------
Shadow::Shadow()
{
mBitmap = NULL;
mRadius = 0.0f;
mSettings.alwaysUseGenericBmp = false;
mSettings.noAnimate = false;
mSettings.noMove = false;
setDefaultDetailTables();
if (smInstanceCount == 0)
{
GBitmap* bitmap = generateGenericShadowBitmap(smGenericShadowDim);
smGenericShadowTexture = new TextureHandle(NULL,bitmap);
// bitmap now owned by texture manager, so we don't delete it
}
smInstanceCount++;
sgLastRenderTime = 0;
sgPreviousShadowTime = 0;
sgPreviousShadowLightingVector = VectorF(0, 0, -1);
}
Shadow::~Shadow()
{
AssertFatal(smInstanceCount > 0, "Error, more destructors than constructors?");
smInstanceCount--;
if (smInstanceCount == 0) {
delete smGenericShadowTexture;
smGenericShadowTexture = NULL;
}
}
GBitmap * Shadow::generateGenericShadowBitmap(S32 dim)
{
GBitmap * bitmap = new GBitmap(dim,dim,false,GBitmap::Luminance);
U8 * bits = bitmap->getWritableBits();
S32 center = dim >> 1;
F32 invRadiusSq = 1.0f / (F32)(center*center);
F32 tmpF;
for (S32 i=0; i<dim; i++)
for (S32 j=0; j<dim; j++)
{
tmpF = (F32)((i-center)*(i-center)+(j-center)*(j-center)) * invRadiusSq;
bits[i*dim+j] = (U8)(tmpF>0.99f ? 0 : 180 - 180.0f*tmpF); // 180 out of 255 max
}
return bitmap;
}
//--------------------------------------------------------------
void Shadow::setDetailTables(const Shadow::DistanceDetail * dd, S32 ddCount, const Shadow::PixelSizeDetail * psd, S32 psdCount)
{
sgLastShadowDetailSize = mClamp(LightManager::sgGetDynamicShadowQuality(), S32(0), (sgShadowDetailListCount - 1));
LightManager::sgSetDynamicShadowQuality(sgLastShadowDetailSize);
mDistanceDetails = dd;
mPixelSizeDetails = sgShadowDetailList[sgLastShadowDetailSize];
mNumDistanceDetails = ddCount;
mNumPixelSizeDetails = psdCount;
}
void Shadow::setDefaultDetailTables()
{
setDetailTables(smDefaultDistanceDetails,
sizeof(smDefaultDistanceDetails)/sizeof(DistanceDetail),
sgShadowDetailHighest,
sizeof(sgShadowDetailHighest)/sizeof(PixelSizeDetail));
}
void Shadow::findDistanceDetail(F32 dist, DistanceDetail * dd)
{
for (S32 i=0; i<mNumDistanceDetails; i++)
{
if (dist<=mDistanceDetails[i].dist)
{
if (i==0)
*dd=mDistanceDetails[i];
else
{
F32 interp = (dist-mDistanceDetails[i].dist)/(mDistanceDetails[i-1].dist-mDistanceDetails[i].dist);
dd->directionSkew = interp * mDistanceDetails[i-1].directionSkew + (1.0f-interp) * mDistanceDetails[i].directionSkew;
dd->lengthSkew = interp * mDistanceDetails[i-1].lengthSkew + (1.0f-interp) * mDistanceDetails[i].lengthSkew;
}
return;
}
}
*dd = mDistanceDetails[mNumDistanceDetails-1];
}
void Shadow::findPixelSizeDetail(F32 pixelSize, const PixelSizeDetail ** psd)
{
*psd = NULL;
for (S32 i=0; i<mNumPixelSizeDetails; i++)
{
*psd = &mPixelSizeDetails[i];
if (pixelSize>=mPixelSizeDetails[i].size)
return;
}
}
S32 Shadow::selectShapeDetail(TSShapeInstance * shapeInstance, F32 dist, F32 scale, S32 detailMin)
{
if (detailMin<0)
detailMin = Shadow::smShapeDetailMin;
S32 dl = shapeInstance->selectCurrentDetail( dglProjectRadius(dist,scale * shapeInstance->getShape()->radius * dglGetPixelScale() * TSShapeInstance::smDetailAdjust * Shadow::smShapeDetailScale));
if (dl>=0 && dl < detailMin)
shapeInstance->setCurrentDetail(getMin(detailMin,shapeInstance->getShape()->mSmallestVisibleDL));
return shapeInstance->getCurrentDetail();
}
//--------------------------------------------------------------
void Shadow::setLightMatrices(const Point3F & lightDir, const Point3F & pos)
{
AssertFatal(mDot(lightDir,lightDir)>0.0001f,"Shadow::setLightDir: light direction must be a non-zero vector.");
// construct light matrix
Point3F x,z;
if (mFabs(lightDir.z)>0.001f)
{
// mCross(Point3F(1,0,0),lightDir,&z);
z.x = 0.0f;
z.y = lightDir.z;
z.z = -lightDir.y;
z.normalize();
mCross(lightDir,z,&x);
}
else
{
mCross(lightDir,Point3F(0,0,1),&x);
x.normalize();
mCross(x,lightDir,&z);
}
mLightToWorld.identity();
mLightToWorld.setColumn(0,x);
mLightToWorld.setColumn(1,lightDir);
mLightToWorld.setColumn(2,z);
mLightToWorld.setColumn(3,pos);
mWorldToLight = mLightToWorld;
mWorldToLight.inverse();
}
void Shadow::setRadius(F32 radius)
{
mRadius = radius;
}
void Shadow::setRadius(TSShapeInstance * shapeInstance, const Point3F & scale)
{
const Box3F & bounds = shapeInstance->getShape()->bounds;
F32 dx = 0.5f * (bounds.max.x-bounds.min.x) * scale.x;
F32 dy = 0.5f * (bounds.max.y-bounds.min.y) * scale.y;
F32 dz = 0.5f * (bounds.max.z-bounds.min.z) * scale.z;
mRadius = mSqrt(dx*dx+dy*dy+dz*dz);
}
//--------------------------------------------------------------
void Shadow::beginRenderToBitmap()
{
AssertFatal(mBitmap,"Shadow::beginRenderToBitmap had no bitmap to render to!");
// clean slate...
gShadowBits.setSize(mSettings.bmpDim * (mSettings.bmpDim>>5));
dMemset(gShadowBits.address(),0,mSettings.bmpDim*(mSettings.bmpDim>>3)); // dMemset deals in bytes not words, hence the shift by 3 not 5
}
void Shadow::endRenderToBitmap()
{
// copy to bitmap
if (mSettings.blur==1)
// blur
BitRender::bitTo8Bit_3(gShadowBits.address(),(U32*)mBitmap->getWritableBits(),mSettings.bmpDim);
else
// non-blur version:
BitRender::bitTo8Bit(gShadowBits.address(),(U32*)mBitmap->getWritableBits(),mSettings.bmpDim);
mShadowTexture.refresh();
}
void Shadow::renderToBitmap(TSShapeInstance * shapeInstance, const MatrixF & transform, const Point3F & pos, Point3F scale)
{
AssertFatal(mBitmap,"Shadow::renderToShadow: must call beginRenderToBitmap first");
MatrixF mat;
mat.mul(mWorldToLight,transform);
// everything gets scaled by this amount so that we map onto the bitmap correctly
F32 k = ((F32)mSettings.bmpDim)/(2.0f*mRadius);
// this scales everything but the last row of the matrix (we do that below)
scale *= k;
mat.scale(scale);
// we want pos to map to bitmap center...
// the following is a bit convoluted...but it is correct...
Point3F p,p2;
mat.getColumn(3,&p);
mWorldToLight.mulP(pos,&p2);
p -= p2;
p *= k;
F32 halfDim = mSettings.bmpDim>>1;
p.x += halfDim;
p.z += halfDim;
mat.setColumn(3,p); // shape center now falls on bitmap center...
shapeInstance->animate();
shapeInstance->renderShadow(shapeInstance->getCurrentDetail(),mat,mSettings.bmpDim,gShadowBits.address());
}
//--------------------------------------------------------------
bool Shadow::prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen, const Point3F & scale, F32 dist, F32 fogAmount, TSShapeInstance * shapeInstance)
{
// 0. use pixel size to do early reject test
// 1. use distance from camera to do 1st pass detail selection (light direction, shadow volume distance)
// 2. get polys to project shadow onto, build shadow partition
// 3. use pixel size to do 2nd pass detail selection (shape detail level, bitmap dimension, blur routine,
// sample frequency, substitute generic shadow bitmap)
// NOTES:
// If using cached partition, do 1&2 only if we don't have a partition yet...
// If non-animating shape, do step 3 and re-compute bitmap only if detail info changes...
detectShadowDetailSizeChange();
// --------------------------------------
// 0.
F32 maxScale = getMax(scale.x,getMax(scale.y,scale.z));
F32 pixelSize = dglProjectRadius(dist/maxScale,shapeInstance->getShape()->radius) * dglGetPixelScale() * TSShapeInstance::smDetailAdjust;
F32 smallest = getMax(Shadow::smSmallestVisibleSize,shapeInstance->getShape()->mSmallestVisibleSize);
if (pixelSize * Shadow::smShapeDetailScale < smallest)
return false;
// fade over distance from viewer
F32 pseudoFog = smallest/(pixelSize * Shadow::smShapeDetailScale);
if (pseudoFog>0.5f)
pseudoFog = 2.0f * (pseudoFog-0.5f);
else
pseudoFog = 0.0f;
if (fogAmount<pseudoFog)
{
if (pseudoFog>=0.99f)
// shadow faded out
return false;
fogAmount = pseudoFog;
}
// find detail information
DistanceDetail dd;
findDistanceDetail(mSettings.noMove ? 0.0f : dist,&dd);
const PixelSizeDetail * psd;
findPixelSizeDetail(pixelSize,&psd);
if (!mSettings.noMove || mPartition.empty())
{
// --------------------------------------
// 1.
F32 dirMult = (1.0f - dd.directionSkew) * (1.0f - smLightDirSkew);
if (dirMult < 0.99f)
{
lightDir.z *= dirMult;
lightDir.z -= 1.0f - dirMult;
}
lightDir.normalize();
shadowLen *= (1.0f - dd.lengthSkew) * (1.0f - smLightLenSkew);
// --------------------------------------
// 2. get polys
F32 radius = mRadius;
if (psd->genericShadowBmp || mSettings.alwaysUseGenericBmp || smAlwaysUseGenericBmp)
radius *= smGenericRadiusSkew;
buildPartition(pos,lightDir,radius,shadowLen);
}
updatePartition(fogAmount);
if (mPartition.empty())
// no need to draw shadow if nothing to cast it onto
return false;
// --------------------------------------
// 3.
// do we need a new bitmap? anim rate, bmp dim, generic vs generated
mSettings.needBmp = false;
if (mSettings.alwaysUseGenericBmp || smAlwaysUseGenericBmp || psd->genericShadowBmp)
// use generic bitmap -- get rid of old bmp if it's there
mBitmap = NULL;
else
{
U32 time = Platform::getVirtualMilliseconds();
bool expired = time-mSettings.lastBmpTime > psd->frameExpiration;
bool propertyChange = !mBitmap || psd->bmpDim!=mSettings.bmpDim || psd->blur!=mSettings.blur;
if ( (expired && !mSettings.noAnimate) || propertyChange)
{
// need to generate a new bmp
mSettings.blur = psd->blur;
mSettings.lastBmpTime = Platform::getVirtualMilliseconds();
mSettings.needBmp = true;
if (mSettings.bmpDim!=psd->bmpDim || !mBitmap)
{
// allocate new bitmap...register texture (no need to delete old one, owned by texture handle)
mSettings.bmpDim = psd->bmpDim;
mBitmap = new GBitmap(mSettings.bmpDim,mSettings.bmpDim,false,GBitmap::Luminance);
mShadowTexture.set(NULL,mBitmap);
}
}
}
return true;
}
//--------------------------------------------------------------
void Shadow::buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen)
{
setLightMatrices(lightDir,p);
Point3F extent(2.0f*radius,shadowLen,2.0f*radius);
smDepthSortList.clear();
smDepthSortList.set(mWorldToLight,extent);
smDepthSortList.setInterestNormal(lightDir);
if (shadowLen<1.0f)
// no point in even this short of a shadow...
shadowLen = 1.0f;
mInvShadowDistance = 1.0f / shadowLen;
// build world space box and sphere around shadow
Point3F x,y,z;
mLightToWorld.getColumn(0,&x);
mLightToWorld.getColumn(1,&y);
mLightToWorld.getColumn(2,&z);
x *= radius;
y *= shadowLen;
z *= radius;
gShadowBox.max.set(mFabs(x.x)+mFabs(y.x)+mFabs(z.x),
mFabs(x.y)+mFabs(y.y)+mFabs(z.y),
mFabs(x.z)+mFabs(y.z)+mFabs(z.z));
y *= 0.5f;
gShadowSphere.radius = gShadowBox.max.len();
gShadowSphere.center = p + y;
gShadowBox.min = y + p - gShadowBox.max;
gShadowBox.max += y + p;
// get polys
gClientContainer.findObjects(smShadowMask,Shadow::collisionCallback,this);
// setup partition list
gShadowPoly[0].set(-radius,0,-radius);
gShadowPoly[1].set(-radius,0, radius);
gShadowPoly[2].set( radius,0, radius);
gShadowPoly[3].set( radius,0,-radius);
mPartition.clear();
mPartitionVerts.clear();
smDepthSortList.depthPartition(gShadowPoly,4,mPartition,mPartitionVerts);
// now set up tverts & colors
mPartitionColors.setSize(mPartitionVerts.size());
mPartitionTVerts.setSize(mPartitionVerts.size());
F32 invRadius = 1.0f / radius;
for (S32 i=0; i<mPartitionVerts.size(); i++)
mPartitionTVerts[i].set(0.5f + 0.5f * mPartitionVerts[i].x * invRadius, 0.5f + 0.5f * mPartitionVerts[i].z * invRadius);
}
void Shadow::detectShadowDetailSizeChange()
{
if(sgLastShadowDetailSize != LightManager::sgGetDynamicShadowQuality())
{
setDefaultDetailTables();
}
}
void Shadow::updatePartition(F32 fog)
{
fog = 1.0f-fog;
fog *= SG_DYNAMIC_SHADOW_INTENSITY;
for (S32 i=0; i<mPartitionVerts.size(); i++)
{
F32 val = 1.0f - mPartitionVerts[i].y * mInvShadowDistance;
val *= fog * sgObjectShadows::sgCurrentFade;
mPartitionColors[i].set(val, val, val, val);
}
}
//--------------------------------------------------------------
void Shadow::collisionCallback(SceneObject * obj, void* thisPtr)
{
Shadow * shadow = reinterpret_cast<Shadow*>(thisPtr);
if (obj->getWorldBox().isOverlapped(gShadowBox))
{
// only interiors clip...
ClippedPolyList::allowClipping = (dynamic_cast<InteriorInstance *>(obj) != NULL);
obj->buildPolyList(&smDepthSortList,gShadowBox,gShadowSphere);
ClippedPolyList::allowClipping = true;
}
}
//--------------------------------------------------------------
void Shadow::render()
{
bool wasLit = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
// push light matrix
glPushMatrix();
dglMultMatrix(&mLightToWorld);
// set up texture environment
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
if (mBitmap)
glBindTexture(GL_TEXTURE_2D, mShadowTexture.getGLName());
else {
AssertFatal(smGenericShadowTexture != NULL, "Error, shadow texture not initialized!");
glBindTexture(GL_TEXTURE_2D, smGenericShadowTexture->getGLName());
}
// set up arrays
if( TSMesh::getOverrideFade() >= 1.0f )
{
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,GL_FLOAT,0,mPartitionColors.address());
}
else
{
F32 color = TSMesh::getOverrideFade();
glColor4f( color, color, color, color );
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3,GL_FLOAT,0,mPartitionVerts.address());
glTexCoordPointer(2,GL_FLOAT,0,mPartitionTVerts.address());
bool lockArrays = dglDoesSupportCompiledVertexArray();
if (lockArrays)
glLockArraysEXT(0,mPartitionVerts.size());
// fight z-fighting
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-2,-2);
// draw
for (S32 i=0; i<mPartition.size(); i++)
glDrawArrays(GL_POLYGON,mPartition[i].vertexStart,mPartition[i].vertexCount);
//
if (lockArrays)
glUnlockArraysEXT();
glPopMatrix();
// reset gl enviromnet
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (wasLit)
glEnable(GL_LIGHTING);
}
//--------------------------------------------------------------
#ifdef TORQUE_DEBUG
void Shadow::dumpSort()
{
#define printDump(a) {const char * b = a; file.write(dStrlen(b),b);}
FileStream file;
file.open("poly.txt",FileStream::Write);
S32 i;
printDump("Pre-sort: \r\n\r\n");
for (i=0; i<smDepthSortList.mPolyIndexList.size(); i++)
{
DepthSortList::Poly * poly;
DepthSortList::PolyExtents * polyExtent;
smDepthSortList.getOrderedPoly((U32)i,&poly,&polyExtent);
for (S32 j=0; j<poly->vertexCount; j++)
{
Point3F p = smDepthSortList.mVertexList[smDepthSortList.mIndexList[poly->vertexStart+j]].point;
printDump(avar("(%5.3f, %5.3f, %5.3f) ",p.x,p.y,p.z));
}
printDump("\r\n");
}
smDepthSortList.sort();
printDump("\r\n\r\nPost-sort: \r\n\r\n");
for (i=0; i<smDepthSortList.mPolyIndexList.size(); i++)
{
DepthSortList::Poly * poly;
DepthSortList::PolyExtents * polyExtent;
smDepthSortList.getOrderedPoly(i,&poly,&polyExtent);
for (S32 j=0; j<poly->vertexCount; j++)
{
Point3F p = smDepthSortList.mVertexList[smDepthSortList.mIndexList[poly->vertexStart+j]].point;
printDump(avar("(%5.3f, %5.3f, %5.3f) ",p.x,p.y,p.z));
}
printDump("\r\n");
}
file.close();
}
#endif