/*
This file is part of Magnum.
Original authors — credit is appreciated but not required:
2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 —
Vladimír Vondruš <mosra@centrum.cz>
2016 — Bill Robinson <airbaggins@gmail.com>
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of
this software dedicate any and all copyright interest in the software to
the public domain. We make this dedication for the benefit of the public
at large and to the detriment of our heirs and successors. We intend this
dedication to be an overt act of relinquishment in perpetuity of all
present and future rights to this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <Magnum/GL/Buffer.h>
#include <Magnum/GL/DefaultFramebuffer.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/GL/Texture.h>
#include <Magnum/MeshTools/Interleave.h>
#include <Magnum/MeshTools/CompressIndices.h>
#include <Magnum/Platform/Sdl2Application.h>
#include <Magnum/Primitives/Cube.h>
#include <Magnum/Primitives/Capsule.h>
#include <Magnum/Primitives/Plane.h>
#include <Magnum/Shaders/Phong.h>
#include <Magnum/SceneGraph/Scene.h>
#include <Magnum/SceneGraph/Object.h>
#include <Magnum/SceneGraph/AbstractObject.h>
#include <Magnum/SceneGraph/Scene.h>
#include <Magnum/SceneGraph/MatrixTransformation3D.h>
#include <Magnum/Trade/MeshData3D.h>
#include "DebugLines.h"
#include "ShadowCasterShader.h"
#include "ShadowReceiverShader.h"
#include "ShadowLight.h"
#include "ShadowCasterDrawable.h"
#include "ShadowReceiverDrawable.h"
#include "Types.h"
namespace Magnum { namespace Examples {
constexpr const float MainCameraNear = 0.01f;
constexpr const float MainCameraFar = 100.0f;
using namespace Math::Literals;
class ShadowsExample: public Platform::Application {
public:
explicit ShadowsExample(const Arguments& arguments);
private:
struct Model {
GL::Buffer indexBuffer, vertexBuffer;
GL::Mesh mesh;
Float radius;
};
void drawEvent() override;
void mousePressEvent(MouseEvent& event) override;
void mouseReleaseEvent(MouseEvent& event) override;
void mouseMoveEvent(MouseMoveEvent& event) override;
void keyPressEvent(KeyEvent &event) override;
void keyReleaseEvent(KeyEvent &event) override;
void addModel(const Trade::MeshData3D& meshData3D);
void renderDebugLines();
Object3D* createSceneObject(Model& model, bool makeCaster, bool makeReceiver);
void recompileReceiverShader(std::size_t numLayers);
void setShadowMapSize(const Vector2i& shadowMapSize);
void setShadowSplitExponent(Float power);
Scene3D _scene;
SceneGraph::DrawableGroup3D _shadowCasterDrawables;
SceneGraph::DrawableGroup3D _shadowReceiverDrawables;
ShadowCasterShader _shadowCasterShader;
std::unique_ptr<ShadowReceiverShader> _shadowReceiverShader;
DebugLines _debugLines;
Object3D _shadowLightObject;
ShadowLight _shadowLight;
Object3D _mainCameraObject;
SceneGraph::Camera3D _mainCamera;
Object3D _debugCameraObject;
SceneGraph::Camera3D _debugCamera;
Object3D* _activeCameraObject;
SceneGraph::Camera3D* _activeCamera;
std::vector<Model> _models;
Vector3 _mainCameraVelocity;
Float _shadowBias;
Float _layerSplitExponent;
Vector2i _shadowMapSize;
Int _shadowMapFaceCullMode;
bool _shadowStaticAlignment;
};
ShadowsExample::ShadowsExample(const Arguments& arguments):
Platform::Application{arguments, Configuration{}.setTitle("Magnum Shadows Example")},
_shadowLightObject{&_scene},
_shadowLight{_shadowLightObject},
_mainCameraObject{&_scene},
_mainCamera{_mainCameraObject},
_debugCameraObject{&_scene},
_debugCamera{_debugCameraObject},
_shadowBias{0.003f},
_layerSplitExponent{3.0f},
_shadowMapSize{1024, 1024},
_shadowMapFaceCullMode{1},
_shadowStaticAlignment{false}
{
_shadowLight.setupShadowmaps(3, _shadowMapSize);
_shadowReceiverShader.reset(new ShadowReceiverShader(_shadowLight.layerCount()));
_shadowReceiverShader->setShadowBias(_shadowBias);
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);
addModel(Primitives::cubeSolid());
addModel(Primitives::capsule3DSolid(1, 1, 4, 1.0f));
addModel(Primitives::capsule3DSolid(6, 1, 9, 1.0f));
Object3D* ground = createSceneObject(_models[0], false, true);
ground->setTransformation(Matrix4::scaling({100,1,100}));
for(std::size_t i = 0; i != 200; ++i) {
Model& model = _models[std::rand()%_models.size()];
Object3D* object = createSceneObject(model, true, true);
object->setTransformation(Matrix4::translation({
std::rand()*100.0f/RAND_MAX - 50.0f,
std::rand()*5.0f/RAND_MAX,
std::rand()*100.0f/RAND_MAX - 50.0f}));
}
_shadowLight.setupSplitDistances(MainCameraNear, MainCameraFar, _layerSplitExponent);
_mainCamera.setProjectionMatrix(Matrix4::perspectiveProjection(35.0_degf,
Vector2{GL::defaultFramebuffer.viewport().size()}.aspectRatio(),
MainCameraNear, MainCameraFar));
_mainCameraObject.setTransformation(Matrix4::translation(Vector3::yAxis(3.0f)));
_debugCamera.setProjectionMatrix(Matrix4::perspectiveProjection(35.0_degf,
Vector2{GL::defaultFramebuffer.viewport().size()}.aspectRatio(),
MainCameraNear/4.0f, MainCameraFar*4.0f));
_debugCameraObject.setTransformation(Matrix4::lookAt(
{100.0f, 50.0f, 0.0f}, Vector3::zAxis(-30.0f), Vector3::yAxis()));
_activeCamera = &_mainCamera;
_activeCameraObject = &_mainCameraObject;
_shadowLightObject.setTransformation(Matrix4::lookAt(
{3.0f, 1.0f, 2.0f}, {}, Vector3::yAxis()));
}
Object3D* ShadowsExample::createSceneObject(Model& model, bool makeCaster, bool makeReceiver) {
auto* object = new Object3D(&_scene);
if(makeCaster) {
auto caster = new ShadowCasterDrawable(*object, &_shadowCasterDrawables);
caster->setShader(_shadowCasterShader);
caster->setMesh(model.mesh, model.radius);
}
if(makeReceiver) {
auto receiver = new ShadowReceiverDrawable(*object, &_shadowReceiverDrawables);
receiver->setShader(*_shadowReceiverShader);
receiver->setMesh(model.mesh);
}
return object;
}
void ShadowsExample::addModel(const Trade::MeshData3D& meshData3D) {
_models.emplace_back();
Model& model = _models.back();
model.vertexBuffer.setData(MeshTools::interleave(meshData3D.positions(0), meshData3D.normals(0)),
GL::BufferUsage::StaticDraw);
Float maxMagnitudeSquared = 0.0f;
for(Vector3 position: meshData3D.positions(0)) {
Float magnitudeSquared = position.dot();
if(magnitudeSquared > maxMagnitudeSquared) {
maxMagnitudeSquared = magnitudeSquared;
}
}
model.radius = std::sqrt(maxMagnitudeSquared);
Containers::Array<char> indexData;
MeshIndexType indexType;
UnsignedInt indexStart, indexEnd;
std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData3D.indices());
model.indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);
model.mesh.setPrimitive(meshData3D.primitive())
.setCount(meshData3D.indices().size())
.addVertexBuffer(model.vertexBuffer, 0, Shaders::Phong::Position{}, Shaders::Phong::Normal{})
.setIndexBuffer(model.indexBuffer, 0, indexType, indexStart, indexEnd);
}
void ShadowsExample::drawEvent() {
if(!_mainCameraVelocity.isZero()) {
Matrix4 transform = _activeCameraObject->transformation();
transform.translation() += transform.rotation()*_mainCameraVelocity*0.3f;
_activeCameraObject->setTransformation(transform);
redraw();
}
const Vector3 screenDirection = _shadowStaticAlignment ? Vector3::zAxis() : _mainCameraObject.transformation()[2].xyz();
/* You only really need to do this when your camera moves */
_shadowLight.setTarget({3, 2, 3}, screenDirection, _mainCamera);
/* You can use face culling, depending on your geometry. You might want to
render only back faces for shadows. */
switch(_shadowMapFaceCullMode) {
case 0:
GL::Renderer::disable(GL::Renderer::Feature::FaceCulling);
break;
case 2:
GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Front);
break;
}
/* Create the shadow map textures. */
_shadowLight.render(_shadowCasterDrawables);
switch(_shadowMapFaceCullMode) {
case 0:
GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);
break;
case 2:
GL::Renderer::setFaceCullingMode(GL::Renderer::PolygonFacing::Back);
break;
}
GL::Renderer::setClearColor({0.1f, 0.1f, 0.4f, 1.0f});
GL::defaultFramebuffer.clear(GL::FramebufferClear::Color|GL::FramebufferClear::Depth);
Containers::Array<Matrix4> shadowMatrices{Containers::NoInit, _shadowLight.layerCount()};
for(std::size_t layerIndex = 0; layerIndex != _shadowLight.layerCount(); ++layerIndex)
shadowMatrices[layerIndex] = _shadowLight.layerMatrix(layerIndex);
_shadowReceiverShader->setShadowmapMatrices(shadowMatrices)
.setShadowmapTexture(_shadowLight.shadowTexture())
.setLightDirection(_shadowLightObject.transformation().backward());
_activeCamera->draw(_shadowReceiverDrawables);
renderDebugLines();
swapBuffers();
}
void ShadowsExample::renderDebugLines() {
if(_activeCamera != &_debugCamera)
return;
constexpr const Matrix4 unbiasMatrix{{ 2.0f, 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f, 0.0f, 0.0f},
{ 0.0f, 0.0f, 2.0f, 0.0f},
{-1.0f, -1.0f, -1.0f, 1.0f}};
_debugLines.reset();
const Matrix4 imvp = (_mainCamera.projectionMatrix()*_mainCamera.cameraMatrix()).inverted();
for(std::size_t layerIndex = 0; layerIndex != _shadowLight.layerCount(); ++layerIndex) {
const Matrix4 layerMatrix = _shadowLight.layerMatrix(layerIndex);
const Deg hue = layerIndex*360.0_degf/_shadowLight.layerCount();
_debugLines.addFrustum((unbiasMatrix*layerMatrix).inverted(),
Color3::fromHsv(hue, 1.0f, 0.5f));
_debugLines.addFrustum(imvp,
Color3::fromHsv(hue, 1.0f, 1.0f),
layerIndex == 0 ? 0 : _shadowLight.cutZ(layerIndex - 1), _shadowLight.cutZ(layerIndex));
}
_debugLines.draw(_activeCamera->projectionMatrix()*_activeCamera->cameraMatrix());
}
void ShadowsExample::mousePressEvent(MouseEvent& event) {
if(event.button() != MouseEvent::Button::Left) return;
event.setAccepted();
}
void ShadowsExample::mouseReleaseEvent(MouseEvent& event) {
event.setAccepted();
redraw();
}
void ShadowsExample::mouseMoveEvent(MouseMoveEvent& event) {
if(!(event.buttons() & MouseMoveEvent::Button::Left)) return;
const Matrix4 transform = _activeCameraObject->transformation();
constexpr const Float angleScale = 0.01f;
const Float angleX = event.relativePosition().x()*angleScale;
const Float angleY = event.relativePosition().y()*angleScale;
if(angleX != 0.0f || angleY != 0.0f) {
_activeCameraObject->setTransformation(Matrix4::lookAt(transform.translation(),
transform.translation() - transform.rotationScaling()*Vector3{-angleX, angleY, 1.0f},
Vector3::yAxis()));
}
event.setAccepted();
redraw();
}
void ShadowsExample::keyPressEvent(KeyEvent& event) {
if(event.key() == KeyEvent::Key::Up) {
_mainCameraVelocity.z() = -1.0f;
} else if(event.key() == KeyEvent::Key::Down) {
_mainCameraVelocity.z() = 1.0f;
} else if(event.key() == KeyEvent::Key::PageUp) {
_mainCameraVelocity.y() = 1.0f;
} else if(event.key() == KeyEvent::Key::PageDown) {
_mainCameraVelocity.y() = -1.0f;
} else if(event.key() == KeyEvent::Key::Right) {
_mainCameraVelocity.x() = 1.0f;
} else if(event.key() == KeyEvent::Key::Left) {
_mainCameraVelocity.x() = -1.0f;
} else if(event.key() == KeyEvent::Key::F1) {
_activeCamera = &_mainCamera;
_activeCameraObject = &_mainCameraObject;
} else if(event.key() == KeyEvent::Key::F2) {
_activeCamera = &_debugCamera;
_activeCameraObject = &_debugCameraObject;
} else if(event.key() == KeyEvent::Key::F3) {
_shadowMapFaceCullMode = (_shadowMapFaceCullMode + 1) % 3;
Debug() << "Face cull mode:"
<< (_shadowMapFaceCullMode == 0 ? "no cull" : _shadowMapFaceCullMode == 1 ? "cull back" : "cull front");
} else if(event.key() == KeyEvent::Key::F4) {
_shadowStaticAlignment = !_shadowStaticAlignment;
Debug() << "Shadow alignment:"
<< (_shadowStaticAlignment ? "static" : "camera direction");
} else if(event.key() == KeyEvent::Key::F5) {
setShadowSplitExponent(_layerSplitExponent *= 1.125f);
} else if(event.key() == KeyEvent::Key::F6) {
setShadowSplitExponent(_layerSplitExponent /= 1.125f);
} else if(event.key() == KeyEvent::Key::F7) {
_shadowReceiverShader->setShadowBias(_shadowBias /= 1.125f);
Debug() << "Shadow bias" << _shadowBias;
} else if(event.key() == KeyEvent::Key::F8) {
_shadowReceiverShader->setShadowBias(_shadowBias *= 1.125f);
Debug() << "Shadow bias" << _shadowBias;
} else if(event.key() == KeyEvent::Key::F9) {
std::size_t numLayers = _shadowLight.layerCount() - 1;
if(numLayers >= 1) {
_shadowLight.setupShadowmaps(numLayers, _shadowMapSize);
recompileReceiverShader(numLayers);
_shadowLight.setupSplitDistances(MainCameraNear, MainCameraFar, _layerSplitExponent);
Debug() << "Shadow map size" << _shadowMapSize << "x" << _shadowLight.layerCount() << "layers";
} else return;
} else if(event.key() == KeyEvent::Key::F10) {
std::size_t numLayers = _shadowLight.layerCount() + 1;
if(numLayers <= 32) {
_shadowLight.setupShadowmaps(numLayers, _shadowMapSize);
recompileReceiverShader(numLayers);
_shadowLight.setupSplitDistances(MainCameraNear, MainCameraFar, _layerSplitExponent);
Debug() << "Shadow map size" << _shadowMapSize << "x" << _shadowLight.layerCount() << "layers";
} else return;
} else if(event.key() == KeyEvent::Key::F11) {
setShadowMapSize(_shadowMapSize/2);
} else if(event.key() == KeyEvent::Key::F12) {
setShadowMapSize(_shadowMapSize*2);
} else return;
event.setAccepted();
redraw();
}
void ShadowsExample::setShadowSplitExponent(const Float power) {
_shadowLight.setupSplitDistances(MainCameraNear, MainCameraFar, power);
std::string buf;
for(std::size_t layer = 0; layer != _shadowLight.layerCount(); ++layer) {
if(layer) buf += ", ";
buf += std::to_string(_shadowLight.cutDistance(MainCameraNear, MainCameraFar, layer));
}
Debug() << "Shadow splits power=" << power << "cut points:" << buf;
}
void ShadowsExample::setShadowMapSize(const Vector2i& shadowMapSize) {
if((shadowMapSize >= Vector2i{1}).all() && (shadowMapSize <= GL::Texture2D::maxSize()).all()) {
_shadowMapSize = shadowMapSize;
_shadowLight.setupShadowmaps(_shadowLight.layerCount(), _shadowMapSize);
Debug() << "Shadow map size" << shadowMapSize << "x" << _shadowLight.layerCount() << "layers";
}
}
void ShadowsExample::recompileReceiverShader(const std::size_t numLayers) {
_shadowReceiverShader.reset(new ShadowReceiverShader(numLayers));
_shadowReceiverShader->setShadowBias(_shadowBias);
for(std::size_t i = 0; i != _shadowReceiverDrawables.size(); ++i) {
auto& drawable = static_cast<ShadowReceiverDrawable&>(_shadowReceiverDrawables[i]);
drawable.setShader(*_shadowReceiverShader);
}
}
void ShadowsExample::keyReleaseEvent(KeyEvent &event) {
if(event.key() == KeyEvent::Key::Up || event.key() == KeyEvent::Key::Down) {
_mainCameraVelocity.z() = 0.0f;
} else if (event.key() == KeyEvent::Key::PageDown || event.key() == KeyEvent::Key::PageUp) {
_mainCameraVelocity.y() = 0.0f;
} else if (event.key() == KeyEvent::Key::Right || event.key() == KeyEvent::Key::Left) {
_mainCameraVelocity.x() = 0.0f;
} else return;
event.setAccepted();
redraw();
}
}}
MAGNUM_APPLICATION_MAIN(Magnum::Examples::ShadowsExample)