Added prelimanary support for parallel split shadow maps into ViewDependentShadowMap.

This commit is contained in:
Robert Osfield 2011-11-22 21:55:30 +00:00
parent 116b9a978c
commit 92ed903a7f
4 changed files with 379 additions and 53 deletions

View File

@ -72,6 +72,20 @@ class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
void setPerspectiveShadowMapCutOffAngle(double angle) { _perspectiveShadowMapCutOffAngle = angle; }
double getPerspectiveShadowMapCutOffAngle() const { return _perspectiveShadowMapCutOffAngle; }
void setNumShadowMapsPerLight(unsigned int numShadowMaps) { _numShadowMapsPerLight = numShadowMaps; }
unsigned int getNumShadowMapsPerLight() const { return _numShadowMapsPerLight; }
enum MultipleShadowMapHint
{
PARALLEL_SPLIT,
CASCADED
};
void setMultipleShadowMapHint(MultipleShadowMapHint hint) { _multipleShadowMapHint = hint; }
MultipleShadowMapHint getMultipleShadowMapHint() const { return _multipleShadowMapHint; }
enum ShaderHint
{
NO_SHADERS,
@ -97,6 +111,10 @@ class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
double _minimumShadowMapNearFarRatio;
ShadowMapProjectionHint _shadowMapProjectionHint;
double _perspectiveShadowMapCutOffAngle;
unsigned int _numShadowMapsPerLight;
MultipleShadowMapHint _multipleShadowMapHint;
ShaderHint _shaderHint;
bool _debugDraw;

View File

@ -159,7 +159,7 @@ class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);

View File

@ -23,7 +23,9 @@ ShadowSettings::ShadowSettings():
_minimumShadowMapNearFarRatio(0.05),
_shadowMapProjectionHint(PERSPECTIVE_SHADOW_MAP),
_perspectiveShadowMapCutOffAngle(2.0),
_shaderHint(NO_SHADERS),
_numShadowMapsPerLight(1),
_multipleShadowMapHint(PARALLEL_SPLIT),
_shaderHint(NO_SHADERS),
// _shaderHint(PROVIDE_FRAGMENT_SHADER),
_debugDraw(false)
{
@ -38,6 +40,8 @@ ShadowSettings::ShadowSettings(const ShadowSettings& ss, const osg::CopyOp& copy
_minimumShadowMapNearFarRatio(ss._minimumShadowMapNearFarRatio),
_shadowMapProjectionHint(ss._shadowMapProjectionHint),
_perspectiveShadowMapCutOffAngle(ss._perspectiveShadowMapCutOffAngle),
_numShadowMapsPerLight(ss._numShadowMapsPerLight),
_multipleShadowMapHint(ss._multipleShadowMapHint),
_shaderHint(ss._shaderHint),
_debugDraw(ss._debugDraw)
{

View File

@ -14,8 +14,11 @@
#include <osgShadow/ViewDependentShadowMap>
#include <osgShadow/ShadowedScene>
#include <osg/CullFace>
#include <osg/Geode>
#include <osg/io_utils>
#include <sstream>
using namespace osgShadow;
//////////////////////////////////////////////////////////////////
@ -37,16 +40,34 @@ static const char fragmentShaderSource_withBaseTexture[] =
static const char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D baseTexture; \n"
"uniform int baseTextureUnit; \n"
"uniform sampler2DShadow shadowTexture; \n"
"uniform int shadowTextureUnit; \n"
"uniform sampler2DShadow shadowTexture0; \n"
"uniform int shadowTextureUnit0; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[shadowTextureUnit] ).r ); \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r ); \n"
" gl_FragColor = color; \n"
"} \n";
static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] =
"uniform sampler2D baseTexture; \n"
"uniform int baseTextureUnit; \n"
"uniform sampler2DShadow shadowTexture0; \n"
"uniform int shadowTextureUnit0; \n"
"uniform sampler2DShadow shadowTexture1; \n"
"uniform int shadowTextureUnit1; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
" float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r; \n"
" float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r; \n"
" color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 ); \n"
" gl_FragColor = color; \n"
"} \n";
#endif
template<class T>
@ -226,6 +247,109 @@ void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
}
}
class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
{
public:
ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
{
pushViewport(viewport);
pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
pushModelViewMatrix(new osg::RefMatrix(viewMatrix),osg::Transform::ABSOLUTE_RF);
}
void apply(osg::Node& node)
{
if (isCulled(node)) return;
traverse(node);
}
void apply(osg::Geode& node)
{
if (isCulled(node)) return;
for(unsigned int i=0; i<node.getNumDrawables();++i)
{
if (node.getDrawable(i))
{
updateBound(node.getDrawable(i)->getBound());
}
}
}
void apply(osg::Billboard&)
{
OSG_INFO<<"Warning Billboards not yet supported"<<std::endl;
return;
}
void apply(osg::Projection&)
{
// projection nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void apply(osg::Transform& transform)
{
if (isCulled(transform)) return;
// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
if (transform.getReferenceFrame()==osg::Transform::ABSOLUTE_RF) return;
osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
transform.computeLocalToWorldMatrix(*matrix,this);
pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
traverse(transform);
popModelViewMatrix();
}
void apply(osg::Camera&)
{
// camera nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void updateBound(const osg::BoundingBox& bb)
{
if (!bb.valid()) return;
const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
update(bb.corner(0) * matrix);
update(bb.corner(1) * matrix);
update(bb.corner(2) * matrix);
update(bb.corner(3) * matrix);
update(bb.corner(4) * matrix);
update(bb.corner(5) * matrix);
update(bb.corner(6) * matrix);
update(bb.corner(7) * matrix);
}
void update(const osg::Vec3& v)
{
if (v.z()<0.0f)
{
//OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
return;
}
float x = v.x();
if (x<-1.0f) x=-1.0f;
if (x>1.0f) x=1.0f;
float y = v.y();
if (y<-1.0f) y=-1.0f;
if (y>1.0f) y=1.0f;
_bb.expandBy(osg::Vec3(x,y,v.z()));
}
osg::BoundingBox _bb;
};
///////////////////////////////////////////////////////////////////////////////////////////////
//
// LightData
@ -672,7 +796,14 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
ShadowDataList& sdl = vdd->getShadowDataList();
ShadowDataList previous_sdl;
previous_sdl.swap(sdl);
unsigned int numShadowMapsPerLight = settings->getNumShadowMapsPerLight();
if (numShadowMapsPerLight>2)
{
OSG_NOTICE<<"numShadowMapsPerLight of "<<numShadowMapsPerLight<<" is greater than maximum supported, falling back to 2."<<std::endl;
numShadowMapsPerLight = 2;
}
LightDataList& pll = vdd->getLightDataList();
for(LightDataList::iterator itr = pll.begin();
itr != pll.end();
@ -683,7 +814,114 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
LightData& pl = **itr;
// 3.1 compute light space polytope
//
osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
// if polytope is empty then no rendering.
if (polytope.empty())
{
OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
continue;
}
// 3.2 compute RTT camera view+projection matrix settings
//
osg::Matrixd projectionMatrix;
osg::Matrixd viewMatrix;
if (!computeShadowCameraSettings(frustum, pl, projectionMatrix, viewMatrix))
{
OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
continue;
}
// if we are using multiple shadow maps and CastShadowTraversalMask is being used
// traverse the scene to compute the extents of the objects
if (numShadowMapsPerLight>1 && _shadowedScene->getCastsShadowTraversalMask()!=0xffffffff)
{
// osg::ElapsedTime timer;
osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0,0,2048,2048);
ComputeLightSpaceBounds clsb(viewport.get(), projectionMatrix, viewMatrix);
clsb.setTraversalMask(_shadowedScene->getCastsShadowTraversalMask());
osg::Matrixd invertModelView;
invertModelView.invert(viewMatrix);
osg::Polytope local_polytope(polytope);
local_polytope.transformProvidingInverse(invertModelView);
osg::CullingSet& cs = clsb.getProjectionCullingStack().back();
cs.setFrustum(local_polytope);
clsb.pushCullingSet();
_shadowedScene->accept(clsb);
// OSG_NOTICE<<"Extents of LightSpace "<<clsb._bb.xMin()<<", "<<clsb._bb.xMax()<<", "<<clsb._bb.yMin()<<", "<<clsb._bb.yMax()<<", "<<clsb._bb.zMin()<<", "<<clsb._bb.zMax()<<std::endl;
// OSG_NOTICE<<" time "<<timer.elapsedTime_m()<<"ms, mask = "<<std::hex<<_shadowedScene->getCastsShadowTraversalMask()<<std::endl;
if (clsb._bb.xMin()>-1.0f || clsb._bb.xMax()<1.0f || clsb._bb.yMin()>-1.0f || clsb._bb.yMax()<1.0f)
{
// OSG_NOTICE<<"Need to clamp projection matrix"<<std::endl;
#if 0
double xMid = (clsb._bb.xMin()+clsb._bb.xMax())*0.5f;
double xRange = clsb._bb.xMax()-clsb._bb.xMin();
#else
double xMid = 0.0;
double xRange = 2.0;
#endif
double yMid = (clsb._bb.yMin()+clsb._bb.yMax())*0.5f;
double yRange = (clsb._bb.yMax()-clsb._bb.yMin());
// OSG_NOTICE<<" xMid="<<xMid<<", yMid="<<yMid<<", xRange="<<xRange<<", yRange="<<yRange<<std::endl;
projectionMatrix =
projectionMatrix *
osg::Matrixd::translate(osg::Vec3d(-xMid,-yMid,0.0)) *
osg::Matrixd::scale(osg::Vec3d(2.0/xRange, 2.0/yRange,1.0));
}
}
double splitPoint = 0.0;
if (numShadowMapsPerLight>1)
{
osg::Vec3d eye_v = frustum.eye * viewMatrix;
osg::Vec3d center_v = frustum.center * viewMatrix;
osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
osg::Vec3d lightdir(0.0,0.0,-1.0);
double dotProduct_v = lightdir * viewdir_v;
double angle = acosf(dotProduct_v);
osg::Vec3d eye_ls = eye_v * projectionMatrix;
OSG_INFO<<"Angle between view vector and eye "<<osg::RadiansToDegrees(angle)<<std::endl;
OSG_INFO<<"eye_ls="<<eye_ls<<std::endl;
if (eye_ls.y()>=-1.0 && eye_ls.y()<=1.0)
{
OSG_INFO<<"Eye point inside light space clip region "<<std::endl;
splitPoint = 0.0;
}
else
{
double n = -1.0-eye_ls.y();
double f = 1.0-eye_ls.y();
double sqrt_nf = sqrt(n*f);
double mid = eye_ls.y()+sqrt_nf;
double ratioOfMidToUseForSplit = 0.8;
splitPoint = mid * ratioOfMidToUseForSplit;
OSG_INFO<<" n="<<n<<", f="<<f<<", sqrt_nf="<<sqrt_nf<<" mid="<<mid<<std::endl;
}
}
// 4. For each light/shadow map
for (unsigned int sm_i=0; sm_i<numShadowMapsPerLight; ++sm_i)
{
osg::ref_ptr<ShadowData> sd;
@ -701,41 +939,89 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
osg::ref_ptr<osg::Camera> camera = sd->_camera;
camera->setProjectionMatrix(projectionMatrix);
camera->setViewMatrix(viewMatrix);
if (settings->getDebugDraw())
{
camera->getViewport()->x() = pos_x;
pos_x += camera->getViewport()->width() + 40;
}
osg::ref_ptr<osg::TexGen> texgen = sd->_texgen;
// 4.1 compute light space polytope
//
osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
// if polytope is empty then no rendering.
if (polytope.empty())
{
OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
continue;
}
// 4.2 compute RTT camera view+projection matrix settings
//
if (!computeShadowCameraSettings(frustum, pl, camera.get()))
{
OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
continue;
}
// transform polytope in model coords into light spaces eye coords.
osg::Matrixd invertModelView;
invertModelView.invert(camera->getViewMatrix());
polytope.transformProvidingInverse(invertModelView);
osg::Polytope local_polytope(polytope);
local_polytope.transformProvidingInverse(invertModelView);
osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, polytope);
if (numShadowMapsPerLight>1)
{
// compute the start and end range in non-dimensional coords
#if 0
double r_start = (sm_i==0) ? -1.0 : (double(sm_i)/double(numShadowMapsPerLight)*2.0-1.0);
double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : (double(sm_i+1)/double(numShadowMapsPerLight)*2.0-1.0);
#endif
// hardwired for 2 splits
double r_start = (sm_i==0) ? -1.0 : splitPoint;
double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : splitPoint;
// for all by the last shadowmap shift the r_end so that it overlaps slightly with the next shadowmap
// to prevent a seam showing through between the shadowmaps
if (sm_i+1<numShadowMapsPerLight) r_end+=0.01;
if (sm_i>0)
{
// not the first shadowmap so insert a polytope to clip the scene from before r_start
// plane in clip space coords
osg::Plane plane(0.0,1.0,0.0,-r_start);
// transform into eye coords
plane.transformProvidingInverse(projectionMatrix);
local_polytope.getPlaneList().push_back(plane);
//OSG_NOTICE<<"Adding r_start plane "<<plane<<std::endl;
}
if (sm_i+1<numShadowMapsPerLight)
{
// not the last shadowmap so insert a polytope to clip the scene from beyond r_end
// plane in clip space coords
osg::Plane plane(0.0,-1.0,0.0,r_end);
// transform into eye coords
plane.transformProvidingInverse(projectionMatrix);
local_polytope.getPlaneList().push_back(plane);
//OSG_NOTICE<<"Adding r_end plane "<<plane<<std::endl;
}
local_polytope.setupMask();
// OSG_NOTICE<<"Need to adjust RTT camera projection and view matrix here, r_start="<<r_start<<", r_end="<<r_end<<std::endl;
// OSG_NOTICE<<" textureUnit = "<<textureUnit<<std::endl;
double mid_r = (r_start+r_end)*0.5;
double range_r = (r_end-r_start);
// OSG_NOTICE<<" mid_r = "<<mid_r<<", range_r = "<<range_r<<std::endl;
camera->setProjectionMatrix(
camera->getProjectionMatrix() *
osg::Matrixd::translate(osg::Vec3d(0.0,-mid_r,0.0)) *
osg::Matrixd::scale(osg::Vec3d(1.0,2.0/range_r,1.0)));
}
osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, local_polytope);
camera->setCullCallback(vdsmCallback.get());
// 4.3 traverse RTT camera
@ -758,9 +1044,7 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
// 4.4 compute main scene graph TexGen + uniform settings + setup state
//
assignTexGenSettings(&cv, camera.get(), textureUnit, texgen.get());
assignTexGenSettings(&cv, camera.get(), textureUnit, sd->_texgen.get());
// mark the light as one that has active shadows and requires shaders
pl.textureUnits.push_back(textureUnit);
@ -887,11 +1171,22 @@ void ViewDependentShadowMap::createShaders()
osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
_uniforms.push_back(baseTextureUnit.get());
osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform("shadowTexture",(int)(settings->getBaseShadowTextureUnit()));
_uniforms.push_back(shadowTextureSampler.get());
for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
{
{
std::stringstream sstr;
sstr<<"shadowTexture"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureSampler.get());
}
osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform("shadowTextureUnit",(int)(settings->getBaseShadowTextureUnit()));
_uniforms.push_back(shadowTextureUnit.get());
{
std::stringstream sstr;
sstr<<"shadowTextureUnit"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureUnit.get());
}
}
switch(settings->getShaderHint())
{
@ -903,10 +1198,18 @@ void ViewDependentShadowMap::createShaders()
case(ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER):
case(ShadowSettings::PROVIDE_FRAGMENT_SHADER):
{
//osg::ref_ptr<osg::Shader> fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
osg::ref_ptr<osg::Shader> fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
_program = new osg::Program;
_program->addShader(fragment_shader.get());
//osg::ref_ptr<osg::Shader> fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
if (settings->getNumShadowMapsPerLight()==2)
{
_program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture_twoShadowMaps));
}
else
{
_program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture));
}
break;
}
}
@ -1050,7 +1353,7 @@ osg::Polytope ViewDependentShadowMap::computeLightViewFrustumPolytope(Frustum& f
return lightVolumePolytope;
}
bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Camera* camera)
bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix)
{
OSG_INFO<<"standardShadowMapCameraSettings()"<<std::endl;
@ -1134,8 +1437,8 @@ bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, Light
}
else
{
camera->setProjectionMatrixAsOrtho(xMin,xMax, yMin, yMax,0.0,zMax-zMin);
camera->setViewMatrixAsLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center, lightUp);
projectionMatrix.makeOrtho(xMin,xMax, yMin, yMax,0.0,zMax-zMin);
viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center, lightUp);
}
}
else
@ -1172,8 +1475,8 @@ bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, Light
double fov = positionedLight.light->getSpotCutoff() * 2.0;
if(fov < 180.0) // spotlight
{
camera->setProjectionMatrixAsPerspective(fov, 1.0, zMin, zMax);
camera->setViewMatrixAsLookAt(positionedLight.lightPos3,
projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
viewMatrix.makeLookAt(positionedLight.lightPos3,
positionedLight.lightPos3+positionedLight.lightDir, lightUp);
}
else
@ -1206,9 +1509,9 @@ bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, Light
fov=fovMAX;
}
camera->setProjectionMatrixAsPerspective(fov, 1.0, zMin, zMax);
camera->setViewMatrixAsLookAt(positionedLight.lightPos3,
positionedLight.lightPos3+positionedLight.lightDir, lightUp);
projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
viewMatrix.makeLookAt(positionedLight.lightPos3,
positionedLight.lightPos3+positionedLight.lightDir, lightUp);
}
}
@ -1797,7 +2100,7 @@ bool ViewDependentShadowMap::adjustPerspectiveShadowMapCameraSettings(osgUtil::R
#endif
osg::Vec3d eye_v = frustum.eye * light_v;
osg::Vec3d centerNearPlane_v = frustum.centerNearPlane * light_v;
//osg::Vec3d centerNearPlane_v = frustum.centerNearPlane * light_v;
osg::Vec3d center_v = frustum.center * light_v;
osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
@ -1822,8 +2125,8 @@ bool ViewDependentShadowMap::adjustPerspectiveShadowMapCameraSettings(osgUtil::R
}
#endif
osg::Vec3d centerNearPlane_ls = frustum.centerNearPlane * light_vp;
osg::Vec3d centerFarPlane_ls = frustum.centerFarPlane * light_vp;
//osg::Vec3d centerNearPlane_ls = frustum.centerNearPlane * light_vp;
//osg::Vec3d centerFarPlane_ls = frustum.centerFarPlane * light_vp;
osg::Vec3d center_ls = frustum.center * light_vp;
osg::Vec3d viewdir_ls = center_ls-eye_ls; viewdir_ls.normalize();
@ -1948,7 +2251,7 @@ bool ViewDependentShadowMap::adjustPerspectiveShadowMapCameraSettings(osgUtil::R
bool ViewDependentShadowMap::assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen)
{
OSG_INFO<<"assignTexGenSettings()"<<std::endl;
OSG_INFO<<"assignTexGenSettings() textureUnit="<<textureUnit<<" texgen="<<texgen<<std::endl;
texgen->setMode(osg::TexGen::EYE_LINEAR);
@ -1957,7 +2260,7 @@ bool ViewDependentShadowMap::assignTexGenSettings(osgUtil::CullVisitor* cv, osg:
// and second that will be used as modelview when appling to OpenGL
texgen->setPlanesFromMatrix( camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f) );
osg::Matrix::scale(0.5,0.5,0.5) );
// Place texgen with modelview which removes big offsets (making it float friendly)
osg::ref_ptr<osg::RefMatrix> refMatrix =
@ -2019,6 +2322,7 @@ osg::StateSet* ViewDependentShadowMap::selectStateSetForRenderingShadow(ViewDepe
itr!=_uniforms.end();
++itr)
{
OSG_INFO<<"addUniform("<<(*itr)->getName()<<")"<<std::endl;
stateset->addUniform(itr->get());
}