From Adrian Egli, improvements to ParallelSplitShadowMap implementation

This commit is contained in:
Robert Osfield 2008-05-28 14:11:22 +00:00
parent 8e91926ca5
commit 1047f970bb
3 changed files with 348 additions and 306 deletions

View File

@ -502,10 +502,8 @@ int main(int argc, char** argv)
arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", "ParallelSplitShadowMap shadow map near offset.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", "ParallelSplitShadowMap shadow map near offset.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow).");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow).");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--NVidia", "ParallelSplitShadowMap set default PolygonOffset for NVidia.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--CullFaceFront", "ParallelSplitShadowMap add a cull face: front.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one."); arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one.");
@ -626,20 +624,12 @@ int main(int argc, char** argv)
} }
double polyoffsetfactor = -0.02;
double polyoffsetunit = 1.0; double polyoffsetfactor = pssm->getPolygonOffset().x();
double polyoffsetunit = pssm->getPolygonOffset().y();
while (arguments.read("--PolyOffset-Factor", polyoffsetfactor)); while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
while (arguments.read("--PolyOffset-Unit", polyoffsetunit)); while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit)); //ATI Radeon pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit));
if (arguments.read("--NVidia")){
//pssm->setPolygonOffset(osg::Vec2(-0.02,1.0)); //ATI Radeon
pssm->setPolygonOffset(osg::Vec2(10.0f,20.0f)); //NVidia
}
if ( arguments.read("--CullFaceFront") ) {
pssm->forceFrontCullFace();
}
shadowedScene->setShadowTechnique(pssm.get()); shadowedScene->setShadowTechnique(pssm.get());
} }

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@ -11,13 +11,24 @@
* OpenSceneGraph Public License for more details. * OpenSceneGraph Public License for more details.
*/ */
/* ParallelSplitShadowMap written by Adrian Egli */ /* ParallelSplitShadowMap written by Adrian Egli
*
* this version has still a bug in mutli-thread application (flickering problem)
* to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
*
* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
* or at least test it against your scene. Have fun.
*
*/
#ifndef OSGSHADOW_ParallelSplitShadowMap #ifndef OSGSHADOW_ParallelSplitShadowMap
#define OSGSHADOW_ParallelSplitShadowMap 1 #define OSGSHADOW_ParallelSplitShadowMap 1
#include <osg/Camera> #include <osg/Camera>
#include <osg/Material> #include <osg/Material>
#include <osg/Depth>
#include <osgShadow/ShadowTechnique> #include <osgShadow/ShadowTechnique>
@ -63,35 +74,22 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
/** Set the factor for moving the virtual camera behind the real camera*/ /** Set the factor for moving the virtual camera behind the real camera*/
inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; } inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
/** Force to add a cull face front */
inline void forceFrontCullFace() { _useFrontCullFace = true; }
/** Set min near distance for splits */ /** Set min near distance for splits */
inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; } inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
/** use linear split (default: linear) */ /** use linear split (default: linear) */
inline void useLinearSplit(bool flag) { _linearSplit = flag;} inline void useLinearSplit(bool flag) { _linearSplit = flag;}
/** set a user defined light for shadow simulation (sun light, ... )
* when this light get passed to pssm, the scene's light are no longer collected
* and simulated. just this user passed light, it needs to be a directional light.
*/
inline void setUserLight(osg::Light* light) { _userLight = light; }
/**
light / |
\ / |
min near dist / |
for splits / |
\ / ¦ |
./ \ ¦ |
| \ ¦ |
| x ¦ |
| ¦ |
. | |
\ ¦ |
\ ¦ |
\ |
\ |
\ |
.<- max far dist. ->. /** Set the values for the ambient bias the shader will use.*/
*/ void setAmbientBias(const osg::Vec2& ambientBias );
protected : protected :
virtual ~ParallelSplitShadowMap() {} virtual ~ParallelSplitShadowMap() {}
@ -105,16 +103,15 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
osg::ref_ptr<osg::Texture2D> _texture; osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::StateSet> _stateset; osg::ref_ptr<osg::StateSet> _stateset;
unsigned int _textureUnit; unsigned int _textureUnit;
osg::Vec2d _ambientBias;
osg::ref_ptr<osg::Depth> _depth;
osg::ref_ptr<osg::Camera> _debug_camera; osg::ref_ptr<osg::Camera> _debug_camera;
osg::ref_ptr<osg::Texture2D> _debug_texture; osg::ref_ptr<osg::Texture2D> _debug_texture;
osg::ref_ptr<osg::StateSet> _debug_stateset; osg::ref_ptr<osg::StateSet> _debug_stateset;
unsigned int _debug_textureUnit; unsigned int _debug_textureUnit;
// Light (SUN) // Light (SUN)
osg::Vec3d _lightCameraSource; osg::Vec3d _lightCameraSource;
osg::Vec3d _lightCameraTarget; osg::Vec3d _lightCameraTarget;
@ -123,11 +120,11 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
double _lightNear; double _lightNear;
double _lightFar; double _lightFar;
osg::Matrix _cameraView; osg::Matrix _cameraView;
osg::Matrix _cameraProj; osg::Matrix _cameraProj;
unsigned int _splitID; unsigned int _splitID;
unsigned int _resolution; unsigned int _resolution;
osg::Uniform* _farDistanceSplit; osg::Uniform* _farDistanceSplit;
@ -158,14 +155,18 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
double _setMaxFarDistance; double _setMaxFarDistance;
bool _isSetMaxFarDistance; bool _isSetMaxFarDistance;
bool _useFrontCullFace;
double _split_min_near_dist; double _split_min_near_dist;
double _move_vcam_behind_rcam_factor; double _move_vcam_behind_rcam_factor;
bool _linearSplit; bool _linearSplit;
osg::Light* _userLight;
osg::Uniform* _ambientBiasUniform;
osg::Vec2d _ambientBias;
}; };
} }
#endif #endif

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@ -16,7 +16,19 @@
* THE SOFTWARE. * THE SOFTWARE.
*/ */
/* ParallelSplitShadowMap written by Adrian Egli */ /* ##################################################################################################### */
/* ParallelSplitShadowMap written by Adrian Egli (3dhelp (at) gmail.com) */
/* ##################################################################################################### */
/* */
/* the pssm main idea is based on: */
/* */
/* Parallel-Split Shadow Maps for Large-scale Virtual Environments */
/* Fan Zhang Hanqiu Sun Leilei Xu Lee Kit Lun */
/* The Chinese University of Hong Kong */
/* */
/* Refer to our latest project webpage for "Parallel-Split Shadow Maps on Programmable GPUs" in GPU Gems */
/* */
/* ##################################################################################################### */
#include <osgShadow/ParallelSplitShadowMap> #include <osgShadow/ParallelSplitShadowMap>
@ -32,20 +44,18 @@
#include <osg/Geometry> #include <osg/Geometry>
#include <osgDB/ReadFile> #include <osgDB/ReadFile>
#include <osg/Texture1D> #include <osg/Texture1D>
#include <osg/Depth>
#include <osg/ShadeModel>
using namespace osgShadow; using namespace osgShadow;
// split scheme // split scheme
#define TEXTURE_RESOLUTION 1024 #define TEXTURE_RESOLUTION 1024
//#define ADAPTIVE_TEXTURE_RESOLUTION
#define LINEAR_SPLIT true #define LINEAR_SPLIT false
//#define SMOOTH_SHADOW //experimental
#define ZNEAR_MIN_FROM_LIGHT_SOURCE 2.0 #define ZNEAR_MIN_FROM_LIGHT_SOURCE 2.0
#define MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR 0.0 #define MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR 0.0
@ -63,15 +73,16 @@ using namespace osgShadow;
std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount) { std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount) {
std::stringstream sstr; std::stringstream sstr;
/// base texture /// base texture
sstr << "uniform sampler2D baseTexture; " << std::endl; sstr << "uniform sampler2D baseTexture; " << std::endl;
sstr << "uniform sampler2D randomTexture; " << std::endl; #ifdef SMOOTH_SHADOW
sstr << "uniform sampler2D randomTexture; " << std::endl;
#endif
sstr << "uniform float enableBaseTexture; " << std::endl; sstr << "uniform float enableBaseTexture; " << std::endl;
sstr << "uniform vec2 ambientBias;" << std::endl;
for (unsigned int i=0;i<_number_of_splits;i++) { for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << "uniform sampler2DShadow shadowTexture" << i <<"; " << std::endl; sstr << "uniform sampler2DShadow shadowTexture" << i <<"; " << std::endl;
//TODO: sstr << "uniform vec2 ambientBias" << i <<"; " << std::endl;
sstr << "uniform float zShadow" << i <<"; " << std::endl; sstr << "uniform float zShadow" << i <<"; " << std::endl;
} }
@ -79,26 +90,33 @@ std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool deb
sstr << "{" << std::endl; sstr << "{" << std::endl;
if ( debug ) { if ( debug ) {
sstr << " vec4 coord = vec4(0,0,0,1);"<<std::endl; sstr << " vec4 coord = vec4(0,0,0,1);"<<std::endl;
} else { } else {
sstr << " vec4 coord = gl_FragCoord;"<<std::endl; sstr << " vec4 coord = gl_FragCoord;"<<std::endl;
} }
for (unsigned int i=0;i<_number_of_splits;i++) { #ifdef SMOOTH_SHADOW
sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]).r;" << std::endl; for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << " vec4 random" << i <<" = "<<(1.25/(double)_resolution)<<"*coord.z*texture2D(randomTexture,gl_TexCoord[" << (i+1) <<"].st); " << std::endl; sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]).r;" << std::endl;
sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" << std::endl; sstr << " vec4 random" << i <<" = "<<(1.15/(double)_resolution)<<"*coord.z*texture2D(randomTexture,gl_TexCoord[" << (i+_textureUnitOffset) <<"].st); " << std::endl;
sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" << std::endl; sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" << std::endl;
sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" << std::endl; sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" << std::endl;
sstr << " float shadow4" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" << std::endl; sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" << std::endl;
sstr << " shadow" << i <<" = shadow" << i <<" + shadow1" << i <<" + shadow2" << i <<" + shadow3" << i <<" + shadow4" << i <<";" << std::endl; sstr << " float shadow4" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" << std::endl;
sstr << " shadow" << i <<" = shadow" << i <<"*0.2;" << std::endl; sstr << " shadow" << i <<" = shadow" << i <<" + shadow1" << i <<" + shadow2" << i <<" + shadow3" << i <<" + shadow4" << i <<";" << std::endl;
} sstr << " shadow" << i <<" = shadow" << i <<"*0.2;" << std::endl;
}
#else
for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+_textureUnitOffset) <<"]).r;" << std::endl;
}
#endif
sstr << " float term0 = (1.0-shadow0); " << std::endl; sstr << " float term0 = (1.0-shadow0); " << std::endl;
for (unsigned int i=1;i<_number_of_splits;i++) { for (unsigned int i=1;i<_number_of_splits;i++) {
sstr << " float term" << i << " = (1.0-shadow"<<i<<");"<< std::endl; // * (step(coord.z,zShadow"<<(i-1)<<")); " << std::endl; sstr << " float term" << i << " = (1.0-shadow"<<i<<");"<< std::endl;
} }
// v => SHADOW filter; " << std::endl; // v => SHADOW filter; " << std::endl;
@ -125,7 +143,7 @@ std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool deb
sstr << " sumTerm=sumTerm+term" << i << ";" << std::endl; sstr << " sumTerm=sumTerm+term" << i << ";" << std::endl;
} }
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; 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;
} else { } else {
sstr << " vec4 color = gl_Color; "<< std::endl; sstr << " vec4 color = gl_Color; "<< std::endl;
@ -136,8 +154,8 @@ std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool deb
sstr << " float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); " << std::endl; //18 sstr << " float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); " << std::endl; //18
sstr << " vec4 colorTex = color*texcolor;" << std::endl; sstr << " vec4 colorTex = color*texcolor;" << std::endl;
sstr << " gl_FragColor = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter)*(1.0-0.30*v); "<< std::endl; sstr << " gl_FragColor = ((color*(ambientBias.x+1.0)*(1.0-enableBaseTextureFilter)) + colorTex*(1.0+ambientBias.x)*enableBaseTextureFilter)*(1.0-ambientBias.y*v); "<< std::endl;
sstr << "}"<< std::endl; sstr << "}"<< std::endl;
@ -161,63 +179,64 @@ template<class Type> inline Type Clamp(Type A, Type Min, Type Max) {
ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes) : ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes) :
_textureUnitOffset(1), _textureUnitOffset(1),
_debug_color_in_GLSL(false), _debug_color_in_GLSL(false),
_user_polgyonOffset_set(false), _user_polgyonOffset_set(false),
_resolution(TEXTURE_RESOLUTION), _resolution(TEXTURE_RESOLUTION),
_isSetMaxFarDistance(false), _isSetMaxFarDistance(false),
_useFrontCullFace(false), _split_min_near_dist(ZNEAR_MIN_FROM_LIGHT_SOURCE),
_split_min_near_dist(ZNEAR_MIN_FROM_LIGHT_SOURCE), _linearSplit(LINEAR_SPLIT),
_linearSplit(LINEAR_SPLIT), _move_vcam_behind_rcam_factor(MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR),
_move_vcam_behind_rcam_factor(MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR) _userLight(NULL),
_ambientBias(0.1,0.3),
_ambientBiasUniform(NULL)
{ {
_displayTexturesGroupingNode = gr; _displayTexturesGroupingNode = gr;
_number_of_splits = icountplanes; _number_of_splits = icountplanes;
//_polgyonOffset.set(10.0f,20.0f); _polgyonOffset.set(0.01f,0.01f);
_polgyonOffset.set(-0.02f,1.0f);
} }
ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& copy, const osg::CopyOp& copyop): ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop), ShadowTechnique(copy,copyop),
_textureUnitOffset(copy._textureUnitOffset), _textureUnitOffset(copy._textureUnitOffset),
_debug_color_in_GLSL(copy._debug_color_in_GLSL), _debug_color_in_GLSL(copy._debug_color_in_GLSL),
_user_polgyonOffset_set(copy._user_polgyonOffset_set), _user_polgyonOffset_set(copy._user_polgyonOffset_set),
_resolution(copy._resolution), _resolution(copy._resolution),
_isSetMaxFarDistance(copy._isSetMaxFarDistance), _isSetMaxFarDistance(copy._isSetMaxFarDistance),
_useFrontCullFace(copy._useFrontCullFace), _split_min_near_dist(copy._split_min_near_dist),
_split_min_near_dist(copy._split_min_near_dist), _linearSplit(copy._linearSplit),
_linearSplit(copy._linearSplit), _number_of_splits(copy._number_of_splits),
_number_of_splits(copy._number_of_splits), _polgyonOffset(copy._polgyonOffset),
_polgyonOffset(copy._polgyonOffset), _setMaxFarDistance(copy._setMaxFarDistance),
_setMaxFarDistance(copy._setMaxFarDistance), _move_vcam_behind_rcam_factor(copy._move_vcam_behind_rcam_factor),
_move_vcam_behind_rcam_factor(copy._move_vcam_behind_rcam_factor) _userLight(copy._userLight),
_ambientBias(copy._ambientBias)
{ {
} }
void ParallelSplitShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
{
_ambientBias = ambientBias;
if (_ambientBiasUniform ) _ambientBiasUniform->set(_ambientBias);
}
void ParallelSplitShadowMap::init(){ void ParallelSplitShadowMap::init(){
if (!_shadowedScene) return; if (!_shadowedScene) return;
osg::StateSet* sharedStateSet = new osg::StateSet; osg::StateSet* sharedStateSet = new osg::StateSet;
unsigned int iCamerasMax=_number_of_splits; unsigned int iCamerasMax=_number_of_splits;
for (unsigned int iCameras=0;iCameras<iCamerasMax;iCameras++) for (unsigned int iCameras=0;iCameras<iCamerasMax;iCameras++)
{ {
PSSMShadowSplitTexture pssmShadowSplitTexture; PSSMShadowSplitTexture pssmShadowSplitTexture;
pssmShadowSplitTexture._splitID = iCameras; pssmShadowSplitTexture._splitID = iCameras;
pssmShadowSplitTexture._textureUnit = iCameras+_textureUnitOffset; pssmShadowSplitTexture._textureUnit = iCameras+_textureUnitOffset;
//pssmShadowSplitTexture._ambientBias = osg::Vec2(0.9-(double)iCameras/10.0,0.1+(double)iCameras/10.0);
pssmShadowSplitTexture._ambientBias = osg::Vec2(0.0,1.0);
pssmShadowSplitTexture._resolution = pssmShadowSplitTexture._resolution = _resolution;
#ifdef ADAPTIVE_TEXTURE_RESOLUTION
_resolution / pow(2,iCameras); osg::notify(osg::DEBUG_INFO) << "ParallelSplitShadowMap : Texture ID=" << iCameras << " Resolution=" << pssmShadowSplitTexture._resolution << std::endl;
#else
_resolution ;
#endif
pssmShadowSplitTexture._resolution = max(pssmShadowSplitTexture._resolution ,128);
osg::notify(osg::INFO) << "ParallelSplitShadowMap : Texture ID=" << iCameras << " Resolution=" << pssmShadowSplitTexture._resolution << std::endl;
// set up the texture to render into // set up the texture to render into
{ {
pssmShadowSplitTexture._texture = new osg::Texture2D; pssmShadowSplitTexture._texture = new osg::Texture2D;
@ -241,6 +260,7 @@ void ParallelSplitShadowMap::init(){
pssmShadowSplitTexture._camera = new osg::Camera; pssmShadowSplitTexture._camera = new osg::Camera;
pssmShadowSplitTexture._camera->setCullCallback(new CameraCullCallback(this)); pssmShadowSplitTexture._camera->setCullCallback(new CameraCullCallback(this));
#ifndef SHADOW_TEXTURE_DEBUG #ifndef SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT); pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT);
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0)); pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
@ -263,6 +283,7 @@ void ParallelSplitShadowMap::init(){
} }
#endif #endif
pssmShadowSplitTexture._camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); pssmShadowSplitTexture._camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
pssmShadowSplitTexture._camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
// set viewport // set viewport
pssmShadowSplitTexture._camera->setViewport(0,0,pssmShadowSplitTexture._resolution,pssmShadowSplitTexture._resolution); pssmShadowSplitTexture._camera->setViewport(0,0,pssmShadowSplitTexture._resolution,pssmShadowSplitTexture._resolution);
@ -281,25 +302,34 @@ void ParallelSplitShadowMap::init(){
#endif #endif
osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet(); osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet();
if ( 1 ) {
float factor = _polgyonOffset.x();
float units = _polgyonOffset.y();
//std::cout << "PSSM PolygonOffset: units=" << units << " factor=" << factor << std::endl;
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
//polygon_offset->setFactorAndUnitsMultipliersUsingBestGuessForDriver();
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
if ( _useFrontCullFace ) { pssmShadowSplitTexture._depth = new osg::Depth;
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace; stateset->setAttribute(pssmShadowSplitTexture._depth.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
cull_face->setMode(osg::CullFace::FRONT);
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); //////////////////////////////////////////////////////////////////////////
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); float factor = _polgyonOffset.x();
} float units = _polgyonOffset.y();
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
//////////////////////////////////////////////////////////////////////////
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
cull_face->setMode(osg::CullFace::FRONT);
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
//////////////////////////////////////////////////////////////////////////
osg::ShadeModel* shademodel = dynamic_cast<osg::ShadeModel*>(stateset->getAttribute(osg::StateAttribute::SHADEMODEL));
if (!shademodel){shademodel = new osg::ShadeModel;stateset->setAttribute(shademodel);}
shademodel->setMode( osg::ShadeModel::FLAT );
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
} }
//////////////////////////////////////////////////////////////////////////
// set up stateset and append texture, texGen ,... // set up stateset and append texture, texGen ,...
{ {
pssmShadowSplitTexture._stateset = sharedStateSet;//new osg::StateSet; pssmShadowSplitTexture._stateset = sharedStateSet;//new osg::StateSet;
@ -315,28 +345,33 @@ void ParallelSplitShadowMap::init(){
} }
//////////////////////////////////////////////////////////////////////////
// set up shader (GLSL) // set up shader (GLSL)
#ifdef SHADOW_TEXTURE_GLSL #ifdef SHADOW_TEXTURE_GLSL
osg::Program* program = new osg::Program; osg::Program* program = new osg::Program;
pssmShadowSplitTexture._stateset->setAttribute(program); pssmShadowSplitTexture._stateset->setAttribute(program);
//////////////////////////////////////////////////////////////////////////
//osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_BaseTex); // GLSL PROGRAMS
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, generateGLSL_FragmentShader_BaseTex(_displayTexturesGroupingNode!=NULL,iCameras).c_str()); osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, generateGLSL_FragmentShader_BaseTex(_displayTexturesGroupingNode!=NULL,iCameras).c_str());
program->addShader(fragment_shader); program->addShader(fragment_shader);
std::stringstream strST; strST << "shadowTexture" << (pssmShadowSplitTexture._textureUnit-1);
//////////////////////////////////////////////////////////////////////////
// UNIFORMS
std::stringstream strST; strST << "shadowTexture" << (pssmShadowSplitTexture._textureUnit-_textureUnitOffset);
osg::Uniform* shadowTextureSampler = new osg::Uniform(strST.str().c_str(),(int)(pssmShadowSplitTexture._textureUnit)); osg::Uniform* shadowTextureSampler = new osg::Uniform(strST.str().c_str(),(int)(pssmShadowSplitTexture._textureUnit));
pssmShadowSplitTexture._stateset->addUniform(shadowTextureSampler); pssmShadowSplitTexture._stateset->addUniform(shadowTextureSampler);
//TODO: NOT YET SUPPORTED in the current version of the shader //TODO: NOT YET SUPPORTED in the current version of the shader
//std::stringstream strAB; strAB << "ambientBias" << (pssmShadowSplitTexture._textureUnit-1); if ( ! _ambientBiasUniform ) {
//osg::Uniform* ambientBias = new osg::Uniform(strAB.str().c_str(),pssmShadowSplitTexture._ambientBias); _ambientBiasUniform = new osg::Uniform("ambientBias",_ambientBias);
//pssmShadowSplitTexture._stateset->addUniform(ambientBias); pssmShadowSplitTexture._stateset->addUniform(_ambientBiasUniform);
}
std::stringstream strzShadow; strzShadow << "zShadow" << (pssmShadowSplitTexture._textureUnit-1); std::stringstream strzShadow; strzShadow << "zShadow" << (pssmShadowSplitTexture._textureUnit-_textureUnitOffset);
pssmShadowSplitTexture._farDistanceSplit = new osg::Uniform(strzShadow.str().c_str(),1.0f); pssmShadowSplitTexture._farDistanceSplit = new osg::Uniform(strzShadow.str().c_str(),1.0f);
pssmShadowSplitTexture._stateset->addUniform(pssmShadowSplitTexture._farDistanceSplit); pssmShadowSplitTexture._stateset->addUniform(pssmShadowSplitTexture._farDistanceSplit);
@ -354,6 +389,7 @@ void ParallelSplitShadowMap::init(){
pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture); pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture);
} }
for (unsigned int textLoop(0);textLoop<_textureUnitOffset;textLoop++)
{ {
// fake texture for baseTexture, add a fake texture // fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer // we support by default at least one texture layer
@ -370,24 +406,26 @@ void ParallelSplitShadowMap::init(){
image->setInternalTextureFormat(GL_RGBA); image->setInternalTextureFormat(GL_RGBA);
// fill in the image data. // fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data(); osg::Vec4* dataPtr = (osg::Vec4*)image->data();
osg::Vec4 color(0,0,0,0); osg::Vec4f color(1.0f,1.0f,1.0f,0.0f);
*dataPtr = color; *dataPtr = color;
// make fake texture // make fake texture
osg::Texture2D* texture = new osg::Texture2D; osg::Texture2D* texture = new osg::Texture2D;
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER); texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER); texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture->setBorderColor(osg::Vec4(1.0,1.0,1.0,1.0));
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setImage(image); texture->setImage(image);
// add fake texture // add fake texture
pssmShadowSplitTexture._stateset->setTextureAttribute(0,texture,osg::StateAttribute::ON); pssmShadowSplitTexture._stateset->setTextureAttribute(textLoop,texture,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::OFF); pssmShadowSplitTexture._stateset->setTextureMode(textLoop,GL_TEXTURE_1D,osg::StateAttribute::OFF);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON); pssmShadowSplitTexture._stateset->setTextureMode(textLoop,GL_TEXTURE_2D,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF); pssmShadowSplitTexture._stateset->setTextureMode(textLoop,GL_TEXTURE_3D,osg::StateAttribute::OFF);
} }
#ifdef SMOOTH_SHADOW
{ {
// texture for randomTexture (for smoothing shadow edges) // texture for randomTexture (for smoothing shadow edges)
osg::Image* image = new osg::Image; osg::Image* image = new osg::Image;
@ -420,7 +458,7 @@ void ParallelSplitShadowMap::init(){
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_2D,osg::StateAttribute::ON); 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); pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_3D,osg::StateAttribute::OFF);
} }
#endif
#endif #endif
@ -452,7 +490,7 @@ void ParallelSplitShadowMap::init(){
pssmShadowSplitTexture._debug_camera->setRenderOrder(osg::Camera::PRE_RENDER); pssmShadowSplitTexture._debug_camera->setRenderOrder(osg::Camera::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported. // tell the camera to use OpenGL frame buffer object where supported.
pssmShadowSplitTexture._debug_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); pssmShadowSplitTexture._debug_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer. // attach the texture and use it as the color buffer.
#ifdef SHOW_SHADOW_TEXTURE_DEBUG #ifdef SHOW_SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._debug_camera->attach(osg::Camera::DEPTH_BUFFER, pssmShadowSplitTexture._debug_texture.get()); pssmShadowSplitTexture._debug_camera->attach(osg::Camera::DEPTH_BUFFER, pssmShadowSplitTexture._debug_texture.get());
#else #else
@ -466,7 +504,7 @@ void ParallelSplitShadowMap::init(){
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON); pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON); pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON); pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
} }
osg::Geode* geode = _displayTexturesGroupingNode[iCameras]; osg::Geode* geode = _displayTexturesGroupingNode[iCameras];
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,pssmShadowSplitTexture._debug_texture.get(),osg::StateAttribute::ON); geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,pssmShadowSplitTexture._debug_texture.get(),osg::StateAttribute::ON);
@ -484,7 +522,7 @@ void ParallelSplitShadowMap::init(){
} }
void ParallelSplitShadowMap::update(osg::NodeVisitor& nv){ void ParallelSplitShadowMap::update(osg::NodeVisitor& nv){
getShadowedScene()->osg::Group::traverse(nv); getShadowedScene()->osg::Group::traverse(nv);
} }
void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
@ -499,7 +537,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
cv.pushStateSet(pssmShadowSplitTexture._stateset.get()); cv.pushStateSet(pssmShadowSplitTexture._stateset.get());
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// DEGUBG // DEBUG
if ( _displayTexturesGroupingNode ) { if ( _displayTexturesGroupingNode ) {
cv.pushStateSet(pssmShadowSplitTexture._debug_stateset.get()); cv.pushStateSet(pssmShadowSplitTexture._debug_stateset.get());
} }
@ -517,36 +555,46 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask()); cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
_shadowedScene->osg::Group::traverse(cbbv); _shadowedScene->osg::Group::traverse(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox(); osg::BoundingBox bb = cbbv.getBoundingBox();
//////////////////////////////////////////////////////////////////////////
const osg::Light* selectLight = 0; const osg::Light* selectLight = 0;
/// light pos and light direction
osg::Vec4 lightpos; osg::Vec4 lightpos;
osg::Vec3 lightDirection; osg::Vec3 lightDirection;
osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList(); if ( ! _userLight ) {
for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin(); // try to find a light in the scene
itr != aml.end(); osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
++itr) for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
{ itr != aml.end();
const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get()); ++itr)
if (light)
{ {
osg::RefMatrix* matrix = itr->second.get(); const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
if (matrix) lightpos = light->getPosition() * (*matrix); if (light)
else lightpos = light->getPosition(); {
if (matrix) lightDirection = light->getDirection() * (*matrix); osg::RefMatrix* matrix = itr->second.get();
else lightDirection = light->getDirection(); if (matrix) lightpos = light->getPosition() * (*matrix);
else lightpos = light->getPosition();
if (matrix) lightDirection = light->getDirection() * (*matrix);
else lightDirection = light->getDirection();
selectLight = light; selectLight = light;
}
} }
osg::Matrix eyeToWorld;
eyeToWorld.invert(*cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
lightDirection = lightDirection * eyeToWorld;
}else{
// take the user light as light source
lightpos = _userLight->getPosition();
lightDirection = _userLight->getDirection();
selectLight = _userLight;
} }
osg::Matrix eyeToWorld; if (selectLight)
eyeToWorld.invert(*cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
lightDirection = lightDirection * eyeToWorld;
if (selectLight)
{ {
// do traversal of shadow receiving scene which does need to be decorated by the shadow map // do traversal of shadow receiving scene which does need to be decorated by the shadow map
@ -556,6 +604,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
{ {
PSSMShadowSplitTexture pssmShadowSplitTexture = it->second; PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// SETUP pssmShadowSplitTexture for rendering // SETUP pssmShadowSplitTexture for rendering
// //
@ -564,7 +613,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
pssmShadowSplitTexture._cameraView = cv.getRenderInfo().getView()->getCamera()->getViewMatrix(); pssmShadowSplitTexture._cameraView = cv.getRenderInfo().getView()->getCamera()->getViewMatrix();
pssmShadowSplitTexture._cameraProj = cv.getRenderInfo().getView()->getCamera()->getProjectionMatrix(); pssmShadowSplitTexture._cameraProj = cv.getRenderInfo().getView()->getCamera()->getProjectionMatrix();
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// CALCULATE // CALCULATE
@ -602,10 +651,10 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
} }
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// compute the matrix which takes a vertex from local coords into tex coords // compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen.. // will use this later to specify osg::TexGen..
osg::Matrix MVPT = pssmShadowSplitTexture._camera->getViewMatrix() * osg::Matrix MVPT = pssmShadowSplitTexture._camera->getViewMatrix() *
pssmShadowSplitTexture._camera->getProjectionMatrix() * pssmShadowSplitTexture._camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) * osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5); osg::Matrix::scale(0.5,0.5,0.5);
@ -645,7 +694,7 @@ void ParallelSplitShadowMap::cleanSceneGraph(){
} }
//////////////////////////////////////////////////////////////////////////
// Computes corner points of a frustum // Computes corner points of a frustum
// //
// //
@ -658,94 +707,101 @@ 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_pointFarBL(-1.0f, -1.0f, 1.0f);
const osg::Vec3f const_pointNearBL(-1.0f, -1.0f, -1.0f); const osg::Vec3f const_pointNearBL(-1.0f, -1.0f, -1.0f);
const osg::Vec3f const_pointNearTL(-1.0f, 1.0f, -1.0f); const osg::Vec3f const_pointNearTL(-1.0f, 1.0f, -1.0f);
// //////////////////////////////////////////////////////////////////////////
void ParallelSplitShadowMap::calculateFrustumCorners( void ParallelSplitShadowMap::calculateFrustumCorners(
PSSMShadowSplitTexture &pssmShadowSplitTexture, PSSMShadowSplitTexture &pssmShadowSplitTexture,
osg::Vec3d *frustumCorners osg::Vec3d *frustumCorners
) { ) {
double fovy,aspectRatio,camNear,camFar;
pssmShadowSplitTexture._cameraProj.getPerspective(fovy,aspectRatio,camNear,camFar); // get user cameras
double fovy,aspectRatio,camNear,camFar;
pssmShadowSplitTexture._cameraProj.getPerspective(fovy,aspectRatio,camNear,camFar);
// force to max far distance to show shadow, for some scene it can be solve performance problems.
osg::Matrixf viewMat; if ( _isSetMaxFarDistance ) {
osg::Vec3d camEye,camCenter,camUp; if (_setMaxFarDistance < camFar) camFar = _setMaxFarDistance;
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
osg::Vec3d viewDir = camCenter - camEye;
//viewDir.normalize();
camEye = camEye - viewDir * _move_vcam_behind_rcam_factor;
camFar += _move_vcam_behind_rcam_factor * viewDir.length();
viewMat.makeLookAt(camEye,camCenter,camUp);
if ( _isSetMaxFarDistance ) {
if (_setMaxFarDistance < camFar) camFar = _setMaxFarDistance;
}
//////////////////////////////////////////////////////////////////////////
/// CALCULATE SPLIT
double maxFar = camFar;
double minNear = camNear;
double camNearFar_Dist = maxFar - camNear;
if ( _linearSplit ) {
camFar = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID+1))/((double)(_number_of_splits));
camNear = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID))/((double)(_number_of_splits));
} else {
// Exponential split scheme:
//
// Ci = (n - f)*(i/numsplits)^(bias+1) + n;
//
static float fSplitSchemeBias[2]={0.25f,0.66f};
fSplitSchemeBias[1]=Clamp(fSplitSchemeBias[1],0.0f,3.0f);
float* pSplitDistances =new float[_number_of_splits+1];
for(int i=0;i<(int)_number_of_splits;i++) {
float fIDM=i/(float)_number_of_splits;
pSplitDistances[i]=(camFar-camNear)*(powf(fIDM,fSplitSchemeBias[1]+1))+camNear;
} }
// make sure border values are right
pSplitDistances[0]=camNear;
pSplitDistances[_number_of_splits]=camFar;
camNear = pSplitDistances[pssmShadowSplitTexture._splitID];
camFar = pSplitDistances[pssmShadowSplitTexture._splitID+1];
delete[] pSplitDistances; // build camera matrix with some offsets (the user view camera)
osg::Matrixf viewMat;
} osg::Vec3d camEye,camCenter,camUp;
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
osg::Vec3d viewDir = camCenter - camEye;
viewDir.normalize();
camEye = camEye - viewDir * _move_vcam_behind_rcam_factor;
camFar += _move_vcam_behind_rcam_factor * viewDir.length();
viewMat.makeLookAt(camEye,camCenter,camUp);
#ifdef SHADOW_TEXTURE_GLSL //////////////////////////////////////////////////////////////////////////
float fVal = (float)((camFar-minNear)/camNearFar_Dist); /// CALCULATE SPLIT
//std::cout << pssmShadowSplitTexture._farDistanceSplit->getName() << " " << fVal << std::endl; double maxFar = camFar;
pssmShadowSplitTexture._farDistanceSplit->set(fVal); double minNear = camNear;
double camNearFar_Dist = maxFar - camNear;
if ( _linearSplit ) {
camFar = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID+1))/((double)(_number_of_splits));
camNear = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID))/((double)(_number_of_splits));
} else {
// Exponential split scheme:
//
// Ci = (n - f)*(i/numsplits)^(bias+1) + n;
//
static float fSplitSchemeBias[2]={0.25f,0.66f};
fSplitSchemeBias[1]=Clamp(fSplitSchemeBias[1],0.0f,3.0f);
float* pSplitDistances =new float[_number_of_splits+1];
#endif for(int i=0;i<(int)_number_of_splits;i++) {
float fIDM=i/(float)_number_of_splits;
pSplitDistances[i]=camNearFar_Dist*(powf(fIDM,fSplitSchemeBias[1]+1))+camNear;
}
// make sure border values are right
pSplitDistances[0]=camNear;
pSplitDistances[_number_of_splits]=camFar;
////////////////////////////////////////////////////////////////////////// camNear = pSplitDistances[pssmShadowSplitTexture._splitID];
/// TRANSFORM frustum corners (Optimized for Orthogonal) camFar = pSplitDistances[pssmShadowSplitTexture._splitID+1];
osg::Matrixf invProjViewMat;
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
//////////////////////////////////////////////////////////////////////////
/// TRANSFORM frustum corners (Optimized for Orthogonal)
osg::Matrixf invProjViewMat;
osg::Matrixf projMat; osg::Matrixf projMat;
projMat.makePerspective(fovy,aspectRatio,camNear,camFar); projMat.makePerspective(fovy,aspectRatio,camNear,camFar);
osg::Matrixf projViewMat(viewMat*projMat); osg::Matrixf projViewMat(viewMat*projMat);
invProjViewMat.invert(projViewMat); invProjViewMat.invert(projViewMat);
//transform frustum vertices to world space //transform frustum vertices to world space
frustumCorners[0] = const_pointFarBR * invProjViewMat; frustumCorners[0] = const_pointFarBR * invProjViewMat;
frustumCorners[1] = const_pointNearBR* invProjViewMat; frustumCorners[1] = const_pointNearBR* invProjViewMat;
frustumCorners[2] = const_pointNearTR* invProjViewMat; frustumCorners[2] = const_pointNearTR* invProjViewMat;
frustumCorners[3] = const_pointFarTR * invProjViewMat; frustumCorners[3] = const_pointFarTR * invProjViewMat;
frustumCorners[4] = const_pointFarTL * invProjViewMat; frustumCorners[4] = const_pointFarTL * invProjViewMat;
frustumCorners[5] = const_pointFarBL * invProjViewMat; frustumCorners[5] = const_pointFarBL * invProjViewMat;
frustumCorners[6] = const_pointNearBL* invProjViewMat; frustumCorners[6] = const_pointNearBL* invProjViewMat;
frustumCorners[7] = const_pointNearTL* invProjViewMat; frustumCorners[7] = const_pointNearTL* invProjViewMat;
//std::cout << "camFar : "<<pssmShadowSplitTexture._splitID << " / " << camNear << "," << camFar << std::endl;
} }
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
@ -757,83 +813,85 @@ void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture
pssmShadowSplitTexture._frustumSplitCenter +=frustumCorners[i]; pssmShadowSplitTexture._frustumSplitCenter +=frustumCorners[i];
} }
pssmShadowSplitTexture._frustumSplitCenter /= 8.0; pssmShadowSplitTexture._frustumSplitCenter /= 8.0;
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._frustumSplitCenter;
//
// To avoid edge problems, scale the frustum so
// that it's at least a few pixels larger
//
for(int i=0;i<8;i++)
{
// scale by adding offset from center
frustumCorners[i]+=(frustumCorners[i]-pssmShadowSplitTexture._frustumSplitCenter)*(0.25);
}
} }
void ParallelSplitShadowMap::calculateLightNearFarFormFrustum( void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
PSSMShadowSplitTexture &pssmShadowSplitTexture, PSSMShadowSplitTexture &pssmShadowSplitTexture,
osg::Vec3d *frustumCorners osg::Vec3d *frustumCorners
) { ) {
//calculate near, far //calculate near, far
double zNear=-1; double zFar(-DBL_MAX);
double zFar =-1;
// calculate zFar (as longest distance)
// force zNear > 0.0
// set _split_min_near_dist(2.0m) distance to the nearest point
int count = 0;
while (zNear <= _split_min_near_dist && count++ < 10) {
// init zNear, zFar
zNear= DBL_MAX;
zFar =-DBL_MAX;
// calculate zNear, zFar
for(int i=0;i<8;i++) { for(int i=0;i<8;i++) {
double dist_z_from_light = pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._lightCameraSource); double dist_z_from_light = fabs(pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._frustumSplitCenter));
if ( zNear > dist_z_from_light ) zNear = dist_z_from_light;
if ( zFar < dist_z_from_light ) zFar = dist_z_from_light; if ( zFar < dist_z_from_light ) zFar = dist_z_from_light;
} }
// update if zNear too small // update camera position and look at center
if ( zNear <= _split_min_near_dist ){ pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._frustumSplitCenter - pssmShadowSplitTexture._lightDirection*(zFar+_split_min_near_dist);
osg::Vec3 dUpdate = - pssmShadowSplitTexture._lightDirection*(fabs(zNear)+_split_min_near_dist); pssmShadowSplitTexture._lightCameraTarget = pssmShadowSplitTexture._frustumSplitCenter + pssmShadowSplitTexture._lightDirection*(zFar);
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._lightCameraSource + dUpdate; // update near - far plane
pssmShadowSplitTexture._lightNear = 0.01;
pssmShadowSplitTexture._lightFar = zFar*2.0 + _split_min_near_dist;
// calculate [zNear,zFar]
zFar = (-DBL_MAX);
double zNear(DBL_MAX);
for(int i=0;i<8;i++) {
double dist_z_from_light = fabs(pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._lightCameraSource));
if ( zFar < dist_z_from_light ) zFar = dist_z_from_light;
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._lightFar = zFar;
pssmShadowSplitTexture._lightCameraTarget = pssmShadowSplitTexture._frustumSplitCenter;//pssmShadowSplitTexture._lightCameraSource + pssmShadowSplitTexture._lightDirection;//*zFar;
pssmShadowSplitTexture._lightNear = 0.1;//zNear;
pssmShadowSplitTexture._lightFar = zFar;
} }
void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners) { void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners) {
//////////////////////////////////////////////////////////////////////////
// calculate top, left
osg::Vec3d top(0,0,1);
osg::Vec3d left;
osg::Vec3d lightDir = pssmShadowSplitTexture._lightDirection;
lightDir.normalize();
// calculate the camera's coordinate system
osg::Vec3d camEye,camCenter,camUp; osg::Vec3d camEye,camCenter,camUp;
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp); pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
osg::Vec3d viewDir(camCenter-camEye); osg::Vec3d viewDir(camCenter-camEye);
viewDir.normalize(); viewDir.normalize();
osg::Vec3d camLeft = camUp ^ viewDir; osg::Vec3d camLeft(camUp ^ viewDir);
camLeft.normalize(); camLeft.normalize();
top = lightDir ^ camLeft; osg::Vec3d top(pssmShadowSplitTexture._lightDirection ^ camLeft);
left = top ^ lightDir; if(top.length2() < 0.5) top = pssmShadowSplitTexture._lightDirection ^ camUp;
double maxLeft,maxTop; osg::Vec3d left(top ^ pssmShadowSplitTexture._lightDirection);
double minLeft,minTop;
osg::Vec3d fCenter = pssmShadowSplitTexture._frustumSplitCenter;
maxLeft = maxTop = -DBL_MAX; // calculate the camera's frustum left,right,bottom,top parameters
minLeft = minTop = DBL_MAX; double maxLeft(-DBL_MAX),maxTop(-DBL_MAX);
for(int i = 0; i < 8; i++) double minLeft(DBL_MAX),minTop(DBL_MAX);
for(int i(0); i < 8; i++)
{ {
osg::Vec3d diffCorner = pssmShadowSplitTexture._frustumSplitCenter - frustumCorners[i]; osg::Vec3d diffCorner(pssmShadowSplitTexture._lightCameraSource - frustumCorners[i]);
double lLeft = (diffCorner*left) * 1.41425; double lLeft(diffCorner*left);
double lTop = (diffCorner*top) * 1.41425; double lTop(diffCorner*top);
if ( lLeft > maxLeft ) maxLeft = lLeft; if ( lLeft > maxLeft ) maxLeft = lLeft;
if ( lTop > maxTop ) maxTop = lTop; if ( lTop > maxTop ) maxTop = lTop;
@ -842,20 +900,13 @@ void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowS
if ( lTop < minTop ) minTop = lTop; if ( lTop < minTop ) minTop = lTop;
} }
osg::Matrixd lightView;
lightView.makeLookAt(pssmShadowSplitTexture._lightCameraSource,pssmShadowSplitTexture._lightCameraTarget,top);
osg::Matrixd lightProj;
lightProj.makeOrtho(minLeft,maxLeft,minTop,maxTop,pssmShadowSplitTexture._lightNear,pssmShadowSplitTexture._lightFar); // make the camera view matrix
pssmShadowSplitTexture._camera->setViewMatrixAsLookAt(pssmShadowSplitTexture._lightCameraSource,pssmShadowSplitTexture._lightCameraTarget,top);
pssmShadowSplitTexture._camera->setViewMatrix(lightView); // use ortho projection for light (directional light only supported)
pssmShadowSplitTexture._camera->setProjectionMatrix(lightProj); pssmShadowSplitTexture._camera->setProjectionMatrixAsOrtho(minLeft,maxLeft,minTop,maxTop,pssmShadowSplitTexture._lightNear,pssmShadowSplitTexture._lightFar);
} }