Small change in enabling/disabling shadow mapping

dev-time-step
Tomasz Kapuściński 2016-03-06 20:25:50 +01:00
parent d3ccdebd9f
commit 9effa308ce
10 changed files with 166 additions and 144 deletions

View File

@ -306,7 +306,7 @@ public:
virtual void DebugLights() = 0;
//! Returns a name of this device
virtual std::string&& GetName() = 0;
virtual std::string GetName() = 0;
//! Initializes the device, setting the initial state
virtual bool Create() = 0;

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@ -44,9 +44,9 @@ void CNullDevice::DebugLights()
{
}
std::string&& CNullDevice::GetName()
std::string CNullDevice::GetName()
{
return "Null Device";
return std::string("Null Device");
}
bool CNullDevice::Create()

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@ -49,7 +49,7 @@ public:
void DebugHook() override;
void DebugLights() override;
std::string&& GetName() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;

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@ -3552,150 +3552,172 @@ void CEngine::UseShadowMapping(bool enable)
if (!m_shadowMapping) return;
if (m_shadowMap.id == 0) return;
if (enable) // Enable shadow mapping
// all devices that are not OpenGL 1.4
if (m_device->GetName() != "OpenGL 1.4")
{
m_device->SetShadowColor(m_shadowColor);
if (m_qualityShadows)
if (enable)
{
// Texture Unit 2
m_device->SetShadowColor(m_shadowColor);
m_device->SetTextureEnabled(2, true);
m_device->SetTexture(2, m_shadowMap);
m_device->SetTransform(TRANSFORM_SHADOW, m_shadowTextureMat);
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTransform(TRANSFORM_WORLD, identity);
float shadowBias = 0.6f;
float shadowUnbias = 1.0f - shadowBias;
TextureStageParams params;
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_TEXTURE;
params.colorArg2 = TEX_MIX_ARG_FACTOR;
params.colorOperation = TEX_MIX_OPER_DEFAULT;
params.factor = Color(shadowBias, shadowBias, shadowBias, 1.0f);
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(2, params);
TextureGenerationParams genParams;
for (int i = 0; i < 4; i++)
{
genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
for (int j = 0; j < 4; j++)
{
genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
}
}
m_device->SetTextureCoordGeneration(2, genParams);
// Texture Unit 3
m_device->SetTextureEnabled(3, true);
m_device->SetTexture(3, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_ADD;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_FACTOR;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.factor = Color(shadowUnbias, shadowUnbias, shadowUnbias, 0.0f);
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(3, params);
// Texture Unit 4
m_device->SetTextureEnabled(4, true);
m_device->SetTexture(4, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_SRC_COLOR;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(4, params);
// Texture Unit 5
m_device->SetTextureEnabled(5, true);
m_device->SetTexture(5, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_TEXTURE_0;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(5, params);
}
else // Simpler shadows
else
{
// Texture Unit 2
m_device->SetTextureEnabled(2, true);
m_device->SetTexture(2, m_shadowMap);
m_device->SetTransform(TRANSFORM_SHADOW, m_shadowTextureMat);
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTransform(TRANSFORM_WORLD, identity);
TextureStageParams params;
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(2, params);
TextureGenerationParams genParams;
for (int i = 0; i < 4; i++)
{
genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
for (int j = 0; j < 4; j++)
{
genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
}
}
m_device->SetTextureCoordGeneration(2, genParams);
m_device->SetTexture(2, 0);
m_device->SetTextureEnabled(2, false);
}
}
else // Disable shadow mapping
// special case for OpenGL 1.4 device
else
{
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTexture(2, 0);
m_device->SetTextureEnabled(2, false);
m_device->SetTransform(TRANSFORM_SHADOW, identity);
TextureGenerationParams params;
for (int i = 0; i < 4; i++)
params.coords[i].mode = TEX_GEN_NONE;
m_device->SetTextureCoordGeneration(2, params);
if (m_qualityShadows)
if (enable)
{
m_device->SetTexture(3, 0);
m_device->SetTextureEnabled(3, false);
m_device->SetShadowColor(m_shadowColor);
m_device->SetTexture(4, 0);
m_device->SetTextureEnabled(4, false);
if (m_qualityShadows)
{
// Texture Unit 2
m_device->SetTextureEnabled(2, true);
m_device->SetTexture(2, m_shadowMap);
m_device->SetTransform(TRANSFORM_SHADOW, m_shadowTextureMat);
m_device->SetTexture(5, 0);
m_device->SetTextureEnabled(5, false);
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTransform(TRANSFORM_WORLD, identity);
float shadowBias = m_shadowColor;
float shadowUnbias = 1.0f - shadowBias;
TextureStageParams params;
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_TEXTURE;
params.colorArg2 = TEX_MIX_ARG_FACTOR;
params.colorOperation = TEX_MIX_OPER_DEFAULT;
params.factor = Color(shadowBias, shadowBias, shadowBias, 1.0f);
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(2, params);
TextureGenerationParams genParams;
for (int i = 0; i < 4; i++)
{
genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
for (int j = 0; j < 4; j++)
{
genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
}
}
m_device->SetTextureCoordGeneration(2, genParams);
// Texture Unit 3
m_device->SetTextureEnabled(3, true);
m_device->SetTexture(3, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_ADD;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_FACTOR;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.factor = Color(shadowUnbias, shadowUnbias, shadowUnbias, 0.0f);
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(3, params);
// Texture Unit 4
m_device->SetTextureEnabled(4, true);
m_device->SetTexture(4, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_SRC_COLOR;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(4, params);
// Texture Unit 5
m_device->SetTextureEnabled(5, true);
m_device->SetTexture(5, m_shadowMap);
params.LoadDefault();
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
params.colorArg2 = TEX_MIX_ARG_TEXTURE_0;
params.alphaOperation = TEX_MIX_OPER_DEFAULT;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(5, params);
}
else // Simpler shadows
{
// Texture Unit 2
m_device->SetTextureEnabled(2, true);
m_device->SetTexture(2, m_shadowMap);
m_device->SetTransform(TRANSFORM_SHADOW, m_shadowTextureMat);
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTransform(TRANSFORM_WORLD, identity);
TextureStageParams params;
params.colorOperation = TEX_MIX_OPER_MODULATE;
params.wrapS = TEX_WRAP_CLAMP_TO_BORDER;
params.wrapT = TEX_WRAP_CLAMP_TO_BORDER;
m_device->SetTextureStageParams(2, params);
TextureGenerationParams genParams;
for (int i = 0; i < 4; i++)
{
genParams.coords[i].mode = TEX_GEN_EYE_LINEAR;
for (int j = 0; j < 4; j++)
{
genParams.coords[i].plane[j] = (i == j ? 1.0f : 0.0f);
}
}
m_device->SetTextureCoordGeneration(2, genParams);
}
}
// disable shadows
else
{
Math::Matrix identity;
identity.LoadIdentity();
m_device->SetTexture(2, 0);
m_device->SetTextureEnabled(2, false);
m_device->SetTransform(TRANSFORM_SHADOW, identity);
TextureGenerationParams params;
for (int i = 0; i < 4; i++)
params.coords[i].mode = TEX_GEN_NONE;
m_device->SetTextureCoordGeneration(2, params);
if (m_qualityShadows)
{
m_device->SetTexture(3, 0);
m_device->SetTextureEnabled(3, false);
m_device->SetTexture(4, 0);
m_device->SetTextureEnabled(4, false);
m_device->SetTexture(5, 0);
m_device->SetTextureEnabled(5, false);
}
}
}
}

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@ -163,9 +163,9 @@ void CGL21Device::DebugLights()
m_worldMat = saveWorldMat;
}
std::string&& CGL21Device::GetName()
std::string CGL21Device::GetName()
{
return "OpenGL 2.1";
return std::string("OpenGL 2.1");
}
bool CGL21Device::Create()

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@ -62,7 +62,7 @@ public:
void DebugHook() override;
void DebugLights() override;
std::string&& GetName() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;

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@ -162,9 +162,9 @@ void CGL33Device::DebugLights()
SetTransform(TRANSFORM_WORLD, saveWorldMat);
}
std::string&& CGL33Device::GetName()
std::string CGL33Device::GetName()
{
return "OpenGL 3.3";
return std::string("OpenGL 3.3");
}
bool CGL33Device::Create()

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@ -64,7 +64,7 @@ public:
void DebugHook() override;
void DebugLights() override;
std::string&& GetName() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;

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@ -158,9 +158,9 @@ void CGLDevice::DebugLights()
UpdateModelviewMatrix();
}
std::string&& CGLDevice::GetName()
std::string CGLDevice::GetName()
{
return "OpenGL 1.4";
return std::string("OpenGL 1.4");
}
bool CGLDevice::Create()

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@ -81,7 +81,7 @@ public:
void DebugHook() override;
void DebugLights() override;
std::string&& GetName() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;