From Adrian Egli, "Improvements to the PSSM implementation"
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@ -29,6 +29,7 @@
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/Depth>
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#include <osg/ClipPlane>
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#include <osgShadow/ShadowTechnique>
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@ -77,24 +78,45 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set min near distance for splits */
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
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/** use linear split (default: linear) */
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inline void useLinearSplit(bool flag) { _linearSplit = flag;}
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/** set a user defined light for shadow simulation (sun light, ... )
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* when this light get passed to pssm, the scene's light are no longer collected
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* and simulated. just this user passed light, it needs to be a directional light.
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*/
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inline void setUserLight(osg::Light* light) { _userLight = light; }
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/**
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* you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used
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*/
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class FragmentShaderGenerator : public osg::Referenced {
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public:
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/**
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* generate the GLSL fragement shader
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*/
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virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
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};
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/** set fragment shader generator */
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inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
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/** enable / disable shadow filtering */
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inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
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enum SplitCalcMode {
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SPLIT_LINEAR,
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SPLIT_EXP
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};
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/** set split calculation mode */
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inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
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protected :
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virtual ~ParallelSplitShadowMap() {}
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std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount);
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struct PSSMShadowSplitTexture {
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// RTT
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@ -105,7 +127,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Depth> _depth;
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double _split_far;
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osg::ref_ptr<osg::Camera> _debug_camera;
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osg::ref_ptr<osg::Texture2D> _debug_texture;
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@ -127,8 +149,8 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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unsigned int _resolution;
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osg::Uniform* _farDistanceSplit;
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};
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typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
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PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
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@ -159,10 +181,11 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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double _move_vcam_behind_rcam_factor;
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bool _linearSplit;
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osg::Light* _userLight;
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osg::ref_ptr<osg::Light> _userLight;
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osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
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bool _GLSL_shadow_filtered;
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SplitCalcMode _SplitCalcMode;
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osg::Uniform* _ambientBiasUniform;
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osg::Vec2d _ambientBias;
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@ -53,83 +53,101 @@ using namespace osgShadow;
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#define TEXTURE_RESOLUTION 1024
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#define LINEAR_SPLIT false
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//#define SMOOTH_SHADOW //experimental
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#define ZNEAR_MIN_FROM_LIGHT_SOURCE 2.0
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#define ZNEAR_MIN_FROM_LIGHT_SOURCE 5.0
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#define MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR 0.0
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//#define SHOW_SHADOW_TEXTURE_DEBUG // DEPTH instead of color for debug information texture display in a rectangle
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//#define SHADOW_TEXTURE_DEBUG // COLOR instead of DEPTH
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#ifndef SHADOW_TEXTURE_DEBUG
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#define SHADOW_TEXTURE_GLSL
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#endif
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std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount) {
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//////////////////////////////////////////////////////////////////////////
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// FragmentShaderGenerator
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std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_FragmentShader_BaseTex(
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bool debug,
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unsigned int splitCount,
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double textureRes,
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bool filtered,
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unsigned int nbrSplits,
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unsigned int textureOffset
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) {
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std::stringstream sstr;
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/// base texture
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sstr << "uniform sampler2D baseTexture; " << std::endl;
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#ifdef SMOOTH_SHADOW
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sstr << "uniform sampler2D randomTexture; " << std::endl;
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#endif
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sstr << "uniform float enableBaseTexture; " << std::endl;
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sstr << "uniform vec2 ambientBias;" << std::endl;
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for (unsigned int i=0;i<_number_of_splits;i++) {
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for (unsigned int i=0;i<nbrSplits;i++) {
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sstr << "uniform sampler2DShadow shadowTexture" << i <<"; " << std::endl;
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sstr << "uniform float zShadow" << i <<"; " << std::endl;
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}
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sstr << "void main(void)" << std::endl;
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sstr << "{" << std::endl;
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/// select the shadow map : split
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sstr << "float testZ = gl_FragCoord.z*2.0-1.0;" <<std::endl;
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sstr << "float map0 = step(testZ, zShadow0);"<< std::endl;//DEBUG
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for (unsigned int i=1;i<nbrSplits;i++) {
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sstr << "float map" << i << " = step(zShadow"<<i-1<<",testZ)*step(testZ, zShadow"<<i<<");"<< std::endl;//DEBUG
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}
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if ( debug ) {
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sstr << " vec4 coord = vec4(0,0,0,1);"<<std::endl;
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if (filtered) {
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sstr << " float fTexelSize="<< (sqrt(2.0) / textureRes ) <<";" << std::endl;
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}
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for (unsigned int i=0;i<nbrSplits;i++) {
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if (!filtered) {
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sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]).r;" << std::endl;
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} else {
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sstr << " vec4 coord = gl_FragCoord;"<<std::endl;
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// filter the shadow (look up)
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sstr << " float shadowOrg" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]).r;" << std::endl;
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sstr << " float shadow0" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]+vec4(-fTexelSize,-fTexelSize,0,0) ).r;" << std::endl;
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sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]+vec4(fTexelSize,-fTexelSize,0,0)).r;" << std::endl;
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sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]+vec4(fTexelSize,fTexelSize,0,0) ).r;" << std::endl;
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sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]+vec4(-fTexelSize,fTexelSize,0,0) ).r;" << std::endl;
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sstr << " float shadow02" << i <<" = (shadow0" << i <<"+shadow1" << i <<")*0.5;"<< std::endl;
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sstr << " float shadow13" << i <<" = (shadow1" << i <<"+shadow3" << i <<")*0.5;"<< std::endl;
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sstr << " float shadowSoft" << i <<" = (shadow02" << i <<"+shadow13" << i <<")*0.5;"<< std::endl;
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sstr << " float shadow" << i <<" = (shadowSoft" << i <<"+shadowOrg" << i <<")*0.5;"<< std::endl;
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}
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sstr << " shadow" << i <<" = step(0.25,shadow" << i <<");" << std::endl; // reduce shadow artefacts
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}
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#ifdef SMOOTH_SHADOW
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for (unsigned int i=0;i<_number_of_splits;i++) {
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sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]).r;" << std::endl;
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sstr << " vec4 random" << i <<" = "<<(1.15/(double)_resolution)<<"*coord.z*texture2D(randomTexture,gl_TexCoord[" << (i+_textureUnitOffset) <<"].st); " << std::endl;
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sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" << std::endl;
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sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" << std::endl;
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sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" << std::endl;
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sstr << " float shadow4" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" << std::endl;
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sstr << " shadow" << i <<" = shadow" << i <<" + shadow1" << i <<" + shadow2" << i <<" + shadow3" << i <<" + shadow4" << i <<";" << std::endl;
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sstr << " shadow" << i <<" = shadow" << i <<"*0.2;" << std::endl;
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}
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#else
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for (unsigned int i=0;i<_number_of_splits;i++) {
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sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]).r;" << std::endl;
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}
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#endif
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sstr << " float term0 = (1.0-shadow0); " << std::endl;
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for (unsigned int i=1;i<_number_of_splits;i++) {
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sstr << " float term" << i << " = (1.0-shadow"<<i<<");"<< std::endl;
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sstr << " float term0 = (1.0-shadow0)*map0; " << std::endl;
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for (unsigned int i=1;i<nbrSplits;i++) {
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sstr << " float term" << i << " = map"<< i << "*(1.0-shadow"<<i<<");"<< std::endl;
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}
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// v => SHADOW filter; " << std::endl;
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/// build shadow factor value v
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sstr << " float v = clamp(";
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for (unsigned int i=0;i<_number_of_splits;i++) {
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for (unsigned int i=0;i<nbrSplits;i++) {
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sstr << "term" << i;
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if ( i+1 < _number_of_splits ){
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if ( i+1 < nbrSplits ){
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sstr << "+";
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}
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}
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sstr << ",0.0,1.0);" << std::endl;
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if ( _debug_color_in_GLSL ) {
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if ( debug ) {
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sstr << " float c0=0.0;" << std::endl;
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@ -138,35 +156,54 @@ std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool deb
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sstr << " float sumTerm=0.0;" << std::endl;
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for (unsigned int i=0;i<_number_of_splits;i++) {
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for (unsigned int i=0;i<nbrSplits;i++) {
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if ( i < 3 ) sstr << " c" << i << "=term" << i << ";" << std::endl;
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sstr << " sumTerm=sumTerm+term" << i << ";" << std::endl;
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}
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sstr << " vec4 color = gl_Color*( 1.0 - sumTerm ) + (sumTerm)* gl_Color*vec4(c0,(1.0-c0)*c1,(1.0-c0)*(1.0-c1)*c2,1.0); " << std::endl;
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switch(nbrSplits){
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case 1: sstr << " color = color*0.75 + vec4(map0,0,0,1.0)*0.25; " << std::endl;break;
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case 2: sstr << " color = color*0.75 + vec4(map0,map1,0,1.0)*0.25; " << std::endl;break;
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case 3: sstr << " color = color*0.75 + vec4(map0,map1,map2,1.0)*0.25; " << std::endl; break;
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case 4: sstr << " color = color*0.75 + vec4(map0+map3,map1+map3,map2,1.0)*0.25; " << std::endl; break;
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case 5: sstr << " color = color*0.75 + vec4(map0+map3,map1+map3+map4,map2+map4,1.0)*0.25; " << std::endl;break;
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case 6: sstr << " color = color*0.75 + vec4(map0+map3+map5,map1+map3+map4,map2+map4+map5,1.0)*0.25; " << std::endl; break;
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default: break;
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}
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} else {
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sstr << " vec4 color = gl_Color; "<< std::endl;
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}
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sstr << " vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st); " << std::endl;
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sstr << " float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); " << std::endl; //18
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sstr << " vec4 colorTex = color*texcolor;" << std::endl;
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sstr << " gl_FragColor = ((color*(ambientBias.x+1.0)*(1.0-enableBaseTextureFilter)) + colorTex*(1.0+ambientBias.x)*enableBaseTextureFilter)*(1.0-ambientBias.y*v); "<< std::endl;
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sstr << " gl_FragColor.rgb = (((color*(ambientBias.x+1.0)*(1.0-enableBaseTextureFilter)) + colorTex*(1.0+ambientBias.x)*enableBaseTextureFilter)*(1.0-ambientBias.y*v)).rgb; "<< std::endl;
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sstr << " gl_FragColor.a = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter).a; "<< std::endl;
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sstr << "}"<< std::endl;
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if ( splitCount == _number_of_splits-1 ) osg::notify(osg::INFO) << std::endl << "ParallelSplitShadowMap: GLSL shader code:" << std::endl << "-------------------------------------------------------------------" << std::endl << sstr.str() << std::endl;
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//std::cout << sstr.str() << std::endl;
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if ( splitCount == nbrSplits-1 ) osg::notify(osg::INFO) << std::endl << "ParallelSplitShadowMap: GLSL shader code:" << std::endl << "-------------------------------------------------------------------" << std::endl << sstr.str() << std::endl;
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return sstr.str();
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}
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//////////////////////////////////////////////////////////////////////////
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// clamp variables of any type
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template<class Type> inline Type Clamp(Type A, Type Min, Type Max) {
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if(A<Min) return Min;
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@ -177,7 +214,7 @@ template<class Type> inline Type Clamp(Type A, Type Min, Type Max) {
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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//////////////////////////////////////////////////////////////////////////
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ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes) :
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_textureUnitOffset(1),
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_debug_color_in_GLSL(false),
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@ -185,16 +222,18 @@ _user_polgyonOffset_set(false),
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_resolution(TEXTURE_RESOLUTION),
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_isSetMaxFarDistance(false),
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_split_min_near_dist(ZNEAR_MIN_FROM_LIGHT_SOURCE),
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_linearSplit(LINEAR_SPLIT),
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_move_vcam_behind_rcam_factor(MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR),
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_userLight(NULL),
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_ambientBias(0.1,0.3),
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_ambientBiasUniform(NULL)
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_ambientBiasUniform(NULL),
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_GLSL_shadow_filtered(true)
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{
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_displayTexturesGroupingNode = gr;
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_number_of_splits = icountplanes;
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_polgyonOffset.set(0.01f,0.01f);
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_polgyonOffset.set(1.0f,1.0f);
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setFragmentShaderGenerator(new FragmentShaderGenerator());
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setSplitCalculationMode(SPLIT_EXP);
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}
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ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& copy, const osg::CopyOp& copyop):
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@ -205,13 +244,15 @@ _user_polgyonOffset_set(copy._user_polgyonOffset_set),
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_resolution(copy._resolution),
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_isSetMaxFarDistance(copy._isSetMaxFarDistance),
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_split_min_near_dist(copy._split_min_near_dist),
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_linearSplit(copy._linearSplit),
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_SplitCalcMode(copy._SplitCalcMode),
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_number_of_splits(copy._number_of_splits),
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_polgyonOffset(copy._polgyonOffset),
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_setMaxFarDistance(copy._setMaxFarDistance),
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_move_vcam_behind_rcam_factor(copy._move_vcam_behind_rcam_factor),
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_userLight(copy._userLight),
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_ambientBias(copy._ambientBias)
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_ambientBias(copy._ambientBias),
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_GLSL_shadow_filtered(copy._GLSL_shadow_filtered),
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_FragmentShaderGenerator(copy._FragmentShaderGenerator)
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{
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}
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@ -303,8 +344,6 @@ void ParallelSplitShadowMap::init(){
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osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet();
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pssmShadowSplitTexture._depth = new osg::Depth;
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stateset->setAttribute(pssmShadowSplitTexture._depth.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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//////////////////////////////////////////////////////////////////////////
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float factor = _polgyonOffset.x();
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@ -317,10 +356,13 @@ void ParallelSplitShadowMap::init(){
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//////////////////////////////////////////////////////////////////////////
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if ( ! _GLSL_shadow_filtered ) {
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// if not glsl filtering enabled then we should force front face culling to reduce the number of shadow artefacts.
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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cull_face->setMode(osg::CullFace::FRONT);
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stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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//////////////////////////////////////////////////////////////////////////
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osg::ShadeModel* shademodel = dynamic_cast<osg::ShadeModel*>(stateset->getAttribute(osg::StateAttribute::SHADEMODEL));
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@ -354,7 +396,15 @@ void ParallelSplitShadowMap::init(){
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//////////////////////////////////////////////////////////////////////////
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// GLSL PROGRAMS
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, generateGLSL_FragmentShader_BaseTex(_displayTexturesGroupingNode!=NULL,iCameras).c_str());
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT,
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_FragmentShaderGenerator->generateGLSL_FragmentShader_BaseTex(
|
||||
_debug_color_in_GLSL,
|
||||
iCameras,
|
||||
pssmShadowSplitTexture._resolution,
|
||||
_GLSL_shadow_filtered,
|
||||
_number_of_splits,
|
||||
_textureUnitOffset
|
||||
).c_str());
|
||||
program->addShader(fragment_shader);
|
||||
|
||||
|
||||
@ -422,43 +472,6 @@ void ParallelSplitShadowMap::init(){
|
||||
pssmShadowSplitTexture._stateset->setTextureMode(textLoop,GL_TEXTURE_2D,osg::StateAttribute::ON);
|
||||
pssmShadowSplitTexture._stateset->setTextureMode(textLoop,GL_TEXTURE_3D,osg::StateAttribute::OFF);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef SMOOTH_SHADOW
|
||||
{
|
||||
// texture for randomTexture (for smoothing shadow edges)
|
||||
osg::Image* image = new osg::Image;
|
||||
// allocate the image data, noPixels x noPixels x 1 with 4 rgba floats - equivalent to a Vec4!
|
||||
int noPixels = 128;
|
||||
image->allocateImage(noPixels,noPixels,1,GL_RGBA,GL_FLOAT);
|
||||
image->setInternalTextureFormat(GL_RGBA);
|
||||
// fill in the image data.
|
||||
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
|
||||
for (int s=0;s<noPixels;s++) {
|
||||
for (int t=0;t<noPixels;t++) {
|
||||
float randr=(rand()/(RAND_MAX+1.0));
|
||||
float randg=(rand()/(RAND_MAX+1.0));
|
||||
float randb=(rand()/(RAND_MAX+1.0));
|
||||
float randa=(rand()/(RAND_MAX+1.0));
|
||||
(*dataPtr).set(randr,randg,randb,randa);
|
||||
dataPtr++;
|
||||
}
|
||||
}
|
||||
// make fake texture
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
|
||||
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
|
||||
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
|
||||
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
|
||||
texture->setImage(image);
|
||||
// add fake texture
|
||||
pssmShadowSplitTexture._stateset->setTextureAttribute(_textureUnitOffset+_number_of_splits,texture,osg::StateAttribute::ON);
|
||||
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_1D,osg::StateAttribute::OFF);
|
||||
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_2D,osg::StateAttribute::ON);
|
||||
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_3D,osg::StateAttribute::OFF);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
@ -591,7 +604,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
// take the user light as light source
|
||||
lightpos = _userLight->getPosition();
|
||||
lightDirection = _userLight->getDirection();
|
||||
selectLight = _userLight;
|
||||
selectLight = _userLight.get();
|
||||
}
|
||||
|
||||
if (selectLight)
|
||||
@ -699,14 +712,14 @@ void ParallelSplitShadowMap::cleanSceneGraph(){
|
||||
//
|
||||
//
|
||||
//unit box representing frustum in clip space
|
||||
const osg::Vec3f const_pointFarBR(1.0f, -1.0f, 1.0f);
|
||||
const osg::Vec3f const_pointNearBR(1.0f, -1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointNearTR(1.0f, 1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointFarTR(1.0f, 1.0f, 1.0f);
|
||||
const osg::Vec3f const_pointFarBR(1.0f, -1.0f, 1.0f);
|
||||
const osg::Vec3f const_pointFarTL(-1.0f, 1.0f, 1.0f);
|
||||
const osg::Vec3f const_pointFarBL(-1.0f, -1.0f, 1.0f);
|
||||
const osg::Vec3f const_pointNearBL(-1.0f, -1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointNearTR(1.0f, 1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointNearBR(1.0f, -1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointNearTL(-1.0f, 1.0f, -1.0f);
|
||||
const osg::Vec3f const_pointNearBL(-1.0f, -1.0f, -1.0f);
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
@ -731,7 +744,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
osg::Vec3d camEye,camCenter,camUp;
|
||||
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
|
||||
osg::Vec3d viewDir = camCenter - camEye;
|
||||
viewDir.normalize();
|
||||
//viewDir.normalize(); //we can assume that viewDir is still normalized in the viewMatrix
|
||||
camEye = camEye - viewDir * _move_vcam_behind_rcam_factor;
|
||||
camFar += _move_vcam_behind_rcam_factor * viewDir.length();
|
||||
viewMat.makeLookAt(camEye,camCenter,camUp);
|
||||
@ -743,7 +756,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
double maxFar = camFar;
|
||||
double minNear = camNear;
|
||||
double camNearFar_Dist = maxFar - camNear;
|
||||
if ( _linearSplit ) {
|
||||
if ( _SplitCalcMode == SPLIT_LINEAR ) {
|
||||
camFar = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID+1))/((double)(_number_of_splits));
|
||||
camNear = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID))/((double)(_number_of_splits));
|
||||
} else {
|
||||
@ -769,25 +782,19 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
delete[] pSplitDistances;
|
||||
}
|
||||
|
||||
//pssmShadowSplitTexture._depth->setRange((camNear - minNear) / camNearFar_Dist,(camFar - minNear)/ camNearFar_Dist);
|
||||
pssmShadowSplitTexture._depth->setRange(0.0,1.0);
|
||||
pssmShadowSplitTexture._depth->setFunction(osg::Depth::LEQUAL);
|
||||
|
||||
#ifdef SHADOW_TEXTURE_GLSL
|
||||
float fVal = (float)((camFar-minNear)/camNearFar_Dist);
|
||||
//std::cout << pssmShadowSplitTexture._farDistanceSplit->getName() << " " << fVal << std::endl;
|
||||
pssmShadowSplitTexture._farDistanceSplit->set(fVal);
|
||||
#endif
|
||||
pssmShadowSplitTexture._split_far = camFar;
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
/// TRANSFORM frustum corners (Optimized for Orthogonal)
|
||||
osg::Matrixf invProjViewMat;
|
||||
|
||||
|
||||
osg::Matrixf projMat;
|
||||
projMat.makePerspective(fovy,aspectRatio,camNear,camFar);
|
||||
|
||||
osg::Matrixf projViewMat(viewMat*projMat);
|
||||
osg::Matrixf invProjViewMat;
|
||||
invProjViewMat.invert(projViewMat);
|
||||
|
||||
//transform frustum vertices to world space
|
||||
@ -800,7 +807,6 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
frustumCorners[6] = const_pointNearBL* invProjViewMat;
|
||||
frustumCorners[7] = const_pointNearTL* invProjViewMat;
|
||||
|
||||
|
||||
//std::cout << "camFar : "<<pssmShadowSplitTexture._splitID << " / " << camNear << "," << camFar << std::endl;
|
||||
}
|
||||
|
||||
@ -814,6 +820,7 @@ void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture
|
||||
}
|
||||
pssmShadowSplitTexture._frustumSplitCenter /= 8.0;
|
||||
|
||||
|
||||
//
|
||||
// To avoid edge problems, scale the frustum so
|
||||
// that it's at least a few pixels larger
|
||||
@ -821,7 +828,7 @@ void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture
|
||||
for(int i=0;i<8;i++)
|
||||
{
|
||||
// scale by adding offset from center
|
||||
frustumCorners[i]+=(frustumCorners[i]-pssmShadowSplitTexture._frustumSplitCenter)*(0.25);
|
||||
frustumCorners[i]+=(frustumCorners[i]-pssmShadowSplitTexture._frustumSplitCenter)*(0.75);
|
||||
}
|
||||
|
||||
}
|
||||
@ -843,9 +850,6 @@ void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
|
||||
// update camera position and look at center
|
||||
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._frustumSplitCenter - pssmShadowSplitTexture._lightDirection*(zFar+_split_min_near_dist);
|
||||
pssmShadowSplitTexture._lightCameraTarget = pssmShadowSplitTexture._frustumSplitCenter + pssmShadowSplitTexture._lightDirection*(zFar);
|
||||
// update near - far plane
|
||||
pssmShadowSplitTexture._lightNear = 0.01;
|
||||
pssmShadowSplitTexture._lightFar = zFar*2.0 + _split_min_near_dist;
|
||||
|
||||
// calculate [zNear,zFar]
|
||||
zFar = (-DBL_MAX);
|
||||
@ -856,7 +860,7 @@ void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
|
||||
if ( zNear > dist_z_from_light ) zNear = dist_z_from_light;
|
||||
}
|
||||
// update near - far plane
|
||||
pssmShadowSplitTexture._lightNear = zNear - _split_min_near_dist + 0.01;
|
||||
pssmShadowSplitTexture._lightNear = max(zNear - _split_min_near_dist - 0.01,0.01);
|
||||
pssmShadowSplitTexture._lightFar = zFar;
|
||||
}
|
||||
|
||||
@ -870,42 +874,52 @@ void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowS
|
||||
// calculate the camera's coordinate system
|
||||
osg::Vec3d camEye,camCenter,camUp;
|
||||
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
|
||||
|
||||
osg::Vec3d viewDir(camCenter-camEye);
|
||||
osg::Vec3d camRight(camUp^viewDir);
|
||||
|
||||
// we force to have normalized vectors (camera's view)
|
||||
camUp.normalize();
|
||||
viewDir.normalize();
|
||||
camRight.normalize();
|
||||
|
||||
osg::Vec3d camLeft(camUp ^ viewDir);
|
||||
camLeft.normalize();
|
||||
// use quaternion -> numerical more robust
|
||||
osg::Quat qRot;
|
||||
qRot.makeRotate(viewDir,pssmShadowSplitTexture._lightDirection);
|
||||
osg::Vec3d top = qRot * camUp;
|
||||
osg::Vec3d right = qRot * camRight;
|
||||
|
||||
osg::Vec3d top(pssmShadowSplitTexture._lightDirection ^ camLeft);
|
||||
if(top.length2() < 0.5) top = pssmShadowSplitTexture._lightDirection ^ camUp;
|
||||
|
||||
osg::Vec3d left(top ^ pssmShadowSplitTexture._lightDirection);
|
||||
|
||||
|
||||
// calculate the camera's frustum left,right,bottom,top parameters
|
||||
double maxLeft(-DBL_MAX),maxTop(-DBL_MAX);
|
||||
double minLeft(DBL_MAX),minTop(DBL_MAX);
|
||||
// calculate the camera's frustum right,right,bottom,top parameters
|
||||
double maxRight(-DBL_MAX),maxTop(-DBL_MAX);
|
||||
double minRight(DBL_MAX),minTop(DBL_MAX);
|
||||
|
||||
for(int i(0); i < 8; i++)
|
||||
{
|
||||
|
||||
osg::Vec3d diffCorner(pssmShadowSplitTexture._lightCameraSource - frustumCorners[i]);
|
||||
double lLeft(diffCorner*left);
|
||||
double lright(diffCorner*right);
|
||||
double lTop(diffCorner*top);
|
||||
|
||||
if ( lLeft > maxLeft ) maxLeft = lLeft;
|
||||
if ( lright > maxRight ) maxRight = lright;
|
||||
if ( lTop > maxTop ) maxTop = lTop;
|
||||
|
||||
if ( lLeft < minLeft ) minLeft = lLeft;
|
||||
if ( lright < minRight ) minRight = lright;
|
||||
if ( lTop < minTop ) minTop = lTop;
|
||||
}
|
||||
|
||||
|
||||
// make the camera view matrix
|
||||
pssmShadowSplitTexture._camera->setViewMatrixAsLookAt(pssmShadowSplitTexture._lightCameraSource,pssmShadowSplitTexture._lightCameraTarget,top);
|
||||
|
||||
// use ortho projection for light (directional light only supported)
|
||||
pssmShadowSplitTexture._camera->setProjectionMatrixAsOrtho(minLeft,maxLeft,minTop,maxTop,pssmShadowSplitTexture._lightNear,pssmShadowSplitTexture._lightFar);
|
||||
pssmShadowSplitTexture._camera->setProjectionMatrixAsOrtho(minRight,maxRight,minTop,maxTop,pssmShadowSplitTexture._lightNear,pssmShadowSplitTexture._lightFar);
|
||||
|
||||
|
||||
#ifdef SHADOW_TEXTURE_GLSL
|
||||
// get user cameras
|
||||
osg::Vec3d vProjCamFraValue = (camEye + viewDir * pssmShadowSplitTexture._split_far) * (pssmShadowSplitTexture._cameraView * pssmShadowSplitTexture._cameraProj);
|
||||
pssmShadowSplitTexture._farDistanceSplit->set((float)vProjCamFraValue.z());
|
||||
#endif
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user