To fix problems in tight bound computation of the shadow map made the ComputeLightSpaceBounds usage always used when the
CastShadowMask is active. Changed the ComputeLightSpaceBounds to use just VIEW_FRUSTUM_CULLING.
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2b2c1b5671
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@ -254,6 +254,8 @@ public:
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ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix):
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
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{
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setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
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pushViewport(viewport);
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pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
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pushModelViewMatrix(new osg::RefMatrix(viewMatrix),osg::Transform::ABSOLUTE_RF);
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@ -263,13 +265,22 @@ public:
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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traverse(node);
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Geode& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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for(unsigned int i=0; i<node.getNumDrawables();++i)
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{
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if (node.getDrawable(i))
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@ -277,6 +288,9 @@ public:
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updateBound(node.getDrawable(i)->getBound());
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}
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}
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Billboard&)
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@ -295,9 +309,12 @@ public:
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{
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if (isCulled(transform)) return;
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// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
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if (transform.getReferenceFrame()==osg::Transform::ABSOLUTE_RF) return;
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// push the culling mode.
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pushCurrentMask();
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// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
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if (transform.getReferenceFrame()==osg::Transform::RELATIVE_RF)
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{
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osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
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transform.computeLocalToWorldMatrix(*matrix,this);
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pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
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@ -307,6 +324,11 @@ public:
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popModelViewMatrix();
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}
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Camera&)
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{
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// camera nodes won't affect a shadow map so their subgraphs should be ignored
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@ -336,14 +358,12 @@ public:
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//OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
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return;
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}
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float x = v.x();
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if (x<-1.0f) x=-1.0f;
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if (x>1.0f) x=1.0f;
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float y = v.y();
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if (y<-1.0f) y=-1.0f;
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if (y>1.0f) y=1.0f;
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_bb.expandBy(osg::Vec3(x,y,v.z()));
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}
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@ -837,7 +857,7 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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// if we are using multiple shadow maps and CastShadowTraversalMask is being used
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// traverse the scene to compute the extents of the objects
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if (numShadowMapsPerLight>1 && _shadowedScene->getCastsShadowTraversalMask()!=0xffffffff)
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if (/*numShadowMapsPerLight>1 &&*/ _shadowedScene->getCastsShadowTraversalMask()!=0xffffffff)
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{
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// osg::ElapsedTime timer;
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@ -852,7 +872,6 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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osg::CullingSet& cs = clsb.getProjectionCullingStack().back();
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cs.setFrustum(local_polytope);
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clsb.pushCullingSet();
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_shadowedScene->accept(clsb);
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@ -864,7 +883,7 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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{
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// OSG_NOTICE<<"Need to clamp projection matrix"<<std::endl;
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#if 0
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#if 1
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double xMid = (clsb._bb.xMin()+clsb._bb.xMax())*0.5f;
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double xRange = clsb._bb.xMax()-clsb._bb.xMin();
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#else
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