Shadows are now cast by the current zone key light (sun)

This commit is contained in:
Olivier Prat 2017-10-24 11:09:36 +02:00
parent 7793506d0f
commit a34db5f26d
7 changed files with 48 additions and 17 deletions

View file

@ -112,6 +112,7 @@ void ZoneEntityRenderer::doRender(RenderArgs* args) {
// Do we need to allocate the light in the stage ? // Do we need to allocate the light in the stage ?
if (LightStage::isIndexInvalid(_sunIndex)) { if (LightStage::isIndexInvalid(_sunIndex)) {
_sunIndex = _stage->addLight(_sunLight); _sunIndex = _stage->addLight(_sunLight);
_shadowIndex = _stage->addShadow(_sunIndex);
} else { } else {
_stage->updateLightArrayBuffer(_sunIndex); _stage->updateLightArrayBuffer(_sunIndex);
} }

View file

@ -88,6 +88,7 @@ private:
ComponentMode _hazeMode{ COMPONENT_MODE_INHERIT }; ComponentMode _hazeMode{ COMPONENT_MODE_INHERIT };
indexed_container::Index _sunIndex{ LightStage::INVALID_INDEX }; indexed_container::Index _sunIndex{ LightStage::INVALID_INDEX };
indexed_container::Index _shadowIndex{ LightStage::INVALID_INDEX };
indexed_container::Index _ambientIndex{ LightStage::INVALID_INDEX }; indexed_container::Index _ambientIndex{ LightStage::INVALID_INDEX };
BackgroundStagePointer _backgroundStage; BackgroundStagePointer _backgroundStage;

View file

@ -435,7 +435,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
auto lightStage = renderContext->_scene->getStage<LightStage>(); auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage); assert(lightStage);
assert(lightStage->getNumLights() > 0); assert(lightStage->getNumLights() > 0);
auto lightAndShadow = lightStage->getLightAndShadow(0); auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
const auto& globalShadow = lightAndShadow.second; const auto& globalShadow = lightAndShadow.second;
if (globalShadow) { if (globalShadow) {
batch.setResourceTexture(Shadow, globalShadow->map); batch.setResourceTexture(Shadow, globalShadow->map);

View file

@ -498,7 +498,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
auto lightStage = renderContext->_scene->getStage<LightStage>(); auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage); assert(lightStage);
assert(lightStage->getNumLights() > 0); assert(lightStage->getNumLights() > 0);
auto lightAndShadow = lightStage->getLightAndShadow(0); auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
const auto& globalShadow = lightAndShadow.second; const auto& globalShadow = lightAndShadow.second;
// Bind the shadow buffer // Bind the shadow buffer
@ -509,7 +509,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
auto& program = deferredLightingEffect->_directionalSkyboxLight; auto& program = deferredLightingEffect->_directionalSkyboxLight;
LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations; LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
auto keyLight = lightStage->getLight(0); auto keyLight = lightAndShadow.first;
// Setup the global directional pass pipeline // Setup the global directional pass pipeline
{ {

View file

@ -142,6 +142,11 @@ LightStage::LightPointer LightStage::removeLight(Index index) {
LightPointer removed = _lights.freeElement(index); LightPointer removed = _lights.freeElement(index);
if (removed) { if (removed) {
auto shadowId = _descs[index].shadowId;
// Remove shadow if one exists for this light
if (shadowId != INVALID_INDEX) {
_shadows.freeElement(shadowId);
}
_lightMap.erase(removed); _lightMap.erase(removed);
_descs[index] = Desc(); _descs[index] = Desc();
} }

View file

@ -116,6 +116,30 @@ public:
return LightAndShadow(getLight(lightId), getShadow(lightId)); return LightAndShadow(getLight(lightId), getShadow(lightId));
} }
LightPointer getCurrentKeyLight() const {
Index keyLightId{ 0 };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
}
return _lights.get(keyLightId);
}
ShadowPointer getCurrentKeyShadow() const {
Index keyLightId{ 0 };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
}
return getShadow(keyLightId);
}
LightAndShadow getCurrentKeyLightAndShadow() const {
Index keyLightId{ 0 };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
}
return LightAndShadow(getLight(keyLightId), getShadow(keyLightId));
}
LightStage(); LightStage();
Lights _lights; Lights _lights;
LightMap _lightMap; LightMap _lightMap;

View file

@ -33,10 +33,8 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
auto lightStage = renderContext->_scene->getStage<LightStage>(); auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage); assert(lightStage);
LightStage::Index globalLightIndex { 0 };
const auto globalLight = lightStage->getLight(globalLightIndex); const auto shadow = lightStage->getCurrentKeyShadow();
const auto shadow = lightStage->getShadow(globalLightIndex);
if (!shadow) return; if (!shadow) return;
const auto& fbo = shadow->framebuffer; const auto& fbo = shadow->framebuffer;
@ -128,20 +126,22 @@ void RenderShadowTask::configure(const Config& configuration) {
void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) { void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) {
auto lightStage = renderContext->_scene->getStage<LightStage>(); auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage); assert(lightStage);
const auto globalShadow = lightStage->getShadow(0);
// Cache old render args const auto globalShadow = lightStage->getCurrentKeyShadow();
RenderArgs* args = renderContext->args; if (globalShadow) {
output = args->_renderMode; // Cache old render args
RenderArgs* args = renderContext->args;
output = args->_renderMode;
auto nearClip = args->getViewFrustum().getNearClip(); auto nearClip = args->getViewFrustum().getNearClip();
float nearDepth = -args->_boomOffset.z; float nearDepth = -args->_boomOffset.z;
const int SHADOW_FAR_DEPTH = 20; const int SHADOW_FAR_DEPTH = 20;
globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH); globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);
// Set the keylight render args // Set the keylight render args
args->pushViewFrustum(*(globalShadow->getFrustum())); args->pushViewFrustum(*(globalShadow->getFrustum()));
args->_renderMode = RenderArgs::SHADOW_RENDER_MODE; args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
}
} }
void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) { void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {