Graphics/Shadows: Add directional shadow mapping (WIP)
It still needs some debug Former-commit-id: 029872debc1a784712a33802ddd70a2b61e55623
This commit is contained in:
@@ -37,11 +37,14 @@ namespace Ndk
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void OnEntityRemoved(Entity* entity) override;
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void OnEntityValidation(Entity* entity, bool justAdded) override;
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void OnUpdate(float elapsedTime) override;
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void UpdateShadowMaps();
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void UpdateDirectionalShadowMaps(const NzAbstractViewer& viewer);
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void UpdatePointSpotShadowMaps();
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EntityList m_cameras;
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EntityList m_drawables;
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EntityList m_directionalLights;
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EntityList m_lights;
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EntityList m_pointSpotLights;
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NzBackgroundRef m_background;
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NzDepthRenderTechnique m_shadowTechnique;
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NzForwardRenderTechnique m_renderTechnique;
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@@ -46,21 +46,40 @@ namespace Ndk
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m_drawables.Remove(entity);
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if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
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{
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LightComponent& lightComponent = entity->GetComponent<LightComponent>();
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if (lightComponent.GetLightType() == nzLightType_Directional)
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{
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m_directionalLights.Insert(entity);
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m_pointSpotLights.Remove(entity);
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}
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else
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{
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m_directionalLights.Remove(entity);
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m_pointSpotLights.Insert(entity);
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}
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m_lights.Insert(entity);
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}
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else
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{
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m_directionalLights.Remove(entity);
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m_lights.Remove(entity);
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m_pointSpotLights.Remove(entity);
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}
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}
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void RenderSystem::OnUpdate(float elapsedTime)
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{
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NazaraUnused(elapsedTime);
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UpdateShadowMaps();
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UpdatePointSpotShadowMaps();
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for (const Ndk::EntityHandle& camera : m_cameras)
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{
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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camComponent.ApplyView();
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//UpdateDirectionalShadowMaps(camComponent);
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NzAbstractRenderQueue* renderQueue = m_renderTechnique.GetRenderQueue();
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renderQueue->Clear();
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@@ -81,6 +100,8 @@ namespace Ndk
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lightComponent.AddToRenderQueue(renderQueue, lightNode.GetTransformMatrix());
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}
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camComponent.ApplyView();
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NzSceneData sceneData;
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sceneData.ambientColor = NzColor(25, 25, 25);
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sceneData.background = m_background;
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@@ -90,7 +111,7 @@ namespace Ndk
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}
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}
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void RenderSystem::UpdateShadowMaps()
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void RenderSystem::UpdateDirectionalShadowMaps(const NzAbstractViewer& viewer)
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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@@ -100,18 +121,66 @@ namespace Ndk
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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for (const Ndk::EntityHandle& light : m_lights)
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for (const Ndk::EntityHandle& light : m_directionalLights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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if (!lightComponent.IsShadowCastingEnabled() || lightComponent.GetLightType() == nzLightType_Directional)
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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m_shadowRT.AttachTexture(nzAttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
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NzRenderer::SetTarget(&m_shadowRT);
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NzRenderer::SetViewport(NzRecti(0, 0, shadowMapSize.x, shadowMapSize.y));
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NzAbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
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renderQueue->Clear();
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///TODO: Culling
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for (const Ndk::EntityHandle& drawable : m_drawables)
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{
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
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graphicsComponent.AddToRenderQueue(renderQueue);
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}
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///TODO: Cache the matrices in the light?
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NzRenderer::SetMatrix(nzMatrixType_Projection, NzMatrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
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NzRenderer::SetMatrix(nzMatrixType_View, NzMatrix4f::ViewMatrix(lightNode.GetRotation() * NzVector3f::Forward() * 100.f, lightNode.GetRotation()));
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m_shadowTechnique.Draw(dummySceneData);
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}
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}
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void RenderSystem::UpdatePointSpotShadowMaps()
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{
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if (!m_shadowRT.IsValid())
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m_shadowRT.Create();
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NzSceneData dummySceneData;
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dummySceneData.ambientColor = NzColor(0, 0, 0);
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dummySceneData.background = nullptr;
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dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
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for (const Ndk::EntityHandle& light : m_pointSpotLights)
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{
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LightComponent& lightComponent = light->GetComponent<LightComponent>();
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NodeComponent& lightNode = light->GetComponent<NodeComponent>();
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if (!lightComponent.IsShadowCastingEnabled())
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continue;
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NzVector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
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switch (lightComponent.GetLightType())
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{
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case nzLightType_Directional:
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NazaraInternalError("Directional lights included in point/spot light list");
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break;
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case nzLightType_Point:
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{
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static NzQuaternionf rotations[6] =
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