Added prelimanary support for parallel split shadow maps into ViewDependentShadowMap.
This commit is contained in:
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116b9a978c
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92ed903a7f
@ -72,6 +72,20 @@ class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
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void setPerspectiveShadowMapCutOffAngle(double angle) { _perspectiveShadowMapCutOffAngle = angle; }
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double getPerspectiveShadowMapCutOffAngle() const { return _perspectiveShadowMapCutOffAngle; }
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void setNumShadowMapsPerLight(unsigned int numShadowMaps) { _numShadowMapsPerLight = numShadowMaps; }
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unsigned int getNumShadowMapsPerLight() const { return _numShadowMapsPerLight; }
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enum MultipleShadowMapHint
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{
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PARALLEL_SPLIT,
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CASCADED
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};
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void setMultipleShadowMapHint(MultipleShadowMapHint hint) { _multipleShadowMapHint = hint; }
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MultipleShadowMapHint getMultipleShadowMapHint() const { return _multipleShadowMapHint; }
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enum ShaderHint
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{
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NO_SHADERS,
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@ -97,6 +111,10 @@ class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
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double _minimumShadowMapNearFarRatio;
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ShadowMapProjectionHint _shadowMapProjectionHint;
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double _perspectiveShadowMapCutOffAngle;
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unsigned int _numShadowMapsPerLight;
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MultipleShadowMapHint _multipleShadowMapHint;
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ShaderHint _shaderHint;
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bool _debugDraw;
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@ -159,7 +159,7 @@ class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
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virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
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virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
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virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
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virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
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@ -23,7 +23,9 @@ ShadowSettings::ShadowSettings():
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_minimumShadowMapNearFarRatio(0.05),
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_shadowMapProjectionHint(PERSPECTIVE_SHADOW_MAP),
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_perspectiveShadowMapCutOffAngle(2.0),
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_shaderHint(NO_SHADERS),
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_numShadowMapsPerLight(1),
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_multipleShadowMapHint(PARALLEL_SPLIT),
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_shaderHint(NO_SHADERS),
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// _shaderHint(PROVIDE_FRAGMENT_SHADER),
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_debugDraw(false)
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{
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@ -38,6 +40,8 @@ ShadowSettings::ShadowSettings(const ShadowSettings& ss, const osg::CopyOp& copy
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_minimumShadowMapNearFarRatio(ss._minimumShadowMapNearFarRatio),
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_shadowMapProjectionHint(ss._shadowMapProjectionHint),
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_perspectiveShadowMapCutOffAngle(ss._perspectiveShadowMapCutOffAngle),
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_numShadowMapsPerLight(ss._numShadowMapsPerLight),
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_multipleShadowMapHint(ss._multipleShadowMapHint),
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_shaderHint(ss._shaderHint),
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_debugDraw(ss._debugDraw)
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{
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@ -14,8 +14,11 @@
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#include <osgShadow/ViewDependentShadowMap>
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#include <osgShadow/ShadowedScene>
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#include <osg/CullFace>
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#include <osg/Geode>
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#include <osg/io_utils>
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#include <sstream>
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using namespace osgShadow;
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//////////////////////////////////////////////////////////////////
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@ -37,16 +40,34 @@ static const char fragmentShaderSource_withBaseTexture[] =
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static const char fragmentShaderSource_withBaseTexture[] =
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"uniform sampler2D baseTexture; \n"
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"uniform int baseTextureUnit; \n"
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"uniform sampler2DShadow shadowTexture; \n"
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"uniform int shadowTextureUnit; \n"
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"uniform sampler2DShadow shadowTexture0; \n"
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"uniform int shadowTextureUnit0; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
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" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
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" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[shadowTextureUnit] ).r ); \n"
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" color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r ); \n"
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" gl_FragColor = color; \n"
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"} \n";
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static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] =
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"uniform sampler2D baseTexture; \n"
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"uniform int baseTextureUnit; \n"
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"uniform sampler2DShadow shadowTexture0; \n"
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"uniform int shadowTextureUnit0; \n"
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"uniform sampler2DShadow shadowTexture1; \n"
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"uniform int shadowTextureUnit1; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
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" vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); \n"
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" float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r; \n"
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" float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r; \n"
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" color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 ); \n"
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" gl_FragColor = color; \n"
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"} \n";
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#endif
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template<class T>
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@ -226,6 +247,109 @@ void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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}
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}
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class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
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{
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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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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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}
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void apply(osg::Node& node)
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{
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if (isCulled(node)) return;
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traverse(node);
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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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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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{
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updateBound(node.getDrawable(i)->getBound());
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}
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}
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}
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void apply(osg::Billboard&)
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{
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OSG_INFO<<"Warning Billboards not yet supported"<<std::endl;
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return;
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}
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void apply(osg::Projection&)
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{
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// projection nodes won't affect a shadow map so their subgraphs should be ignored
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return;
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}
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void apply(osg::Transform& transform)
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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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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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traverse(transform);
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popModelViewMatrix();
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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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return;
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}
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void updateBound(const osg::BoundingBox& bb)
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{
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if (!bb.valid()) return;
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const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
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update(bb.corner(0) * matrix);
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update(bb.corner(1) * matrix);
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update(bb.corner(2) * matrix);
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update(bb.corner(3) * matrix);
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update(bb.corner(4) * matrix);
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update(bb.corner(5) * matrix);
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update(bb.corner(6) * matrix);
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update(bb.corner(7) * matrix);
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}
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void update(const osg::Vec3& v)
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{
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if (v.z()<0.0f)
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{
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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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osg::BoundingBox _bb;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////
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//
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// LightData
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@ -673,6 +797,13 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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ShadowDataList previous_sdl;
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previous_sdl.swap(sdl);
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unsigned int numShadowMapsPerLight = settings->getNumShadowMapsPerLight();
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if (numShadowMapsPerLight>2)
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{
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OSG_NOTICE<<"numShadowMapsPerLight of "<<numShadowMapsPerLight<<" is greater than maximum supported, falling back to 2."<<std::endl;
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numShadowMapsPerLight = 2;
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}
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LightDataList& pll = vdd->getLightDataList();
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for(LightDataList::iterator itr = pll.begin();
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itr != pll.end();
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@ -683,7 +814,114 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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LightData& pl = **itr;
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// 3.1 compute light space polytope
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//
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osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
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// if polytope is empty then no rendering.
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if (polytope.empty())
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{
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OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
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continue;
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}
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// 3.2 compute RTT camera view+projection matrix settings
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//
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osg::Matrixd projectionMatrix;
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osg::Matrixd viewMatrix;
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if (!computeShadowCameraSettings(frustum, pl, projectionMatrix, viewMatrix))
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{
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OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
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continue;
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}
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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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{
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// osg::ElapsedTime timer;
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osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0,0,2048,2048);
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ComputeLightSpaceBounds clsb(viewport.get(), projectionMatrix, viewMatrix);
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clsb.setTraversalMask(_shadowedScene->getCastsShadowTraversalMask());
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osg::Matrixd invertModelView;
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invertModelView.invert(viewMatrix);
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osg::Polytope local_polytope(polytope);
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local_polytope.transformProvidingInverse(invertModelView);
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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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// 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;
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// OSG_NOTICE<<" time "<<timer.elapsedTime_m()<<"ms, mask = "<<std::hex<<_shadowedScene->getCastsShadowTraversalMask()<<std::endl;
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if (clsb._bb.xMin()>-1.0f || clsb._bb.xMax()<1.0f || clsb._bb.yMin()>-1.0f || clsb._bb.yMax()<1.0f)
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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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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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double xMid = 0.0;
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double xRange = 2.0;
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#endif
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double yMid = (clsb._bb.yMin()+clsb._bb.yMax())*0.5f;
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double yRange = (clsb._bb.yMax()-clsb._bb.yMin());
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// OSG_NOTICE<<" xMid="<<xMid<<", yMid="<<yMid<<", xRange="<<xRange<<", yRange="<<yRange<<std::endl;
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projectionMatrix =
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projectionMatrix *
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osg::Matrixd::translate(osg::Vec3d(-xMid,-yMid,0.0)) *
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osg::Matrixd::scale(osg::Vec3d(2.0/xRange, 2.0/yRange,1.0));
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}
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}
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double splitPoint = 0.0;
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if (numShadowMapsPerLight>1)
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{
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osg::Vec3d eye_v = frustum.eye * viewMatrix;
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osg::Vec3d center_v = frustum.center * viewMatrix;
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osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
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osg::Vec3d lightdir(0.0,0.0,-1.0);
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double dotProduct_v = lightdir * viewdir_v;
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double angle = acosf(dotProduct_v);
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osg::Vec3d eye_ls = eye_v * projectionMatrix;
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OSG_INFO<<"Angle between view vector and eye "<<osg::RadiansToDegrees(angle)<<std::endl;
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OSG_INFO<<"eye_ls="<<eye_ls<<std::endl;
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if (eye_ls.y()>=-1.0 && eye_ls.y()<=1.0)
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{
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OSG_INFO<<"Eye point inside light space clip region "<<std::endl;
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splitPoint = 0.0;
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}
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else
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{
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double n = -1.0-eye_ls.y();
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double f = 1.0-eye_ls.y();
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double sqrt_nf = sqrt(n*f);
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double mid = eye_ls.y()+sqrt_nf;
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double ratioOfMidToUseForSplit = 0.8;
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splitPoint = mid * ratioOfMidToUseForSplit;
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OSG_INFO<<" n="<<n<<", f="<<f<<", sqrt_nf="<<sqrt_nf<<" mid="<<mid<<std::endl;
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}
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}
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// 4. For each light/shadow map
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for (unsigned int sm_i=0; sm_i<numShadowMapsPerLight; ++sm_i)
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{
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osg::ref_ptr<ShadowData> sd;
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@ -701,41 +939,89 @@ void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
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osg::ref_ptr<osg::Camera> camera = sd->_camera;
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camera->setProjectionMatrix(projectionMatrix);
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camera->setViewMatrix(viewMatrix);
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if (settings->getDebugDraw())
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{
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camera->getViewport()->x() = pos_x;
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pos_x += camera->getViewport()->width() + 40;
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}
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osg::ref_ptr<osg::TexGen> texgen = sd->_texgen;
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// 4.1 compute light space polytope
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//
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osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
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// if polytope is empty then no rendering.
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if (polytope.empty())
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{
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OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
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continue;
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}
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// 4.2 compute RTT camera view+projection matrix settings
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//
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if (!computeShadowCameraSettings(frustum, pl, camera.get()))
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{
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OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
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continue;
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}
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// transform polytope in model coords into light spaces eye coords.
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osg::Matrixd invertModelView;
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invertModelView.invert(camera->getViewMatrix());
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polytope.transformProvidingInverse(invertModelView);
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osg::Polytope local_polytope(polytope);
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local_polytope.transformProvidingInverse(invertModelView);
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osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, polytope);
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if (numShadowMapsPerLight>1)
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{
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// compute the start and end range in non-dimensional coords
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#if 0
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double r_start = (sm_i==0) ? -1.0 : (double(sm_i)/double(numShadowMapsPerLight)*2.0-1.0);
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double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : (double(sm_i+1)/double(numShadowMapsPerLight)*2.0-1.0);
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#endif
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// hardwired for 2 splits
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double r_start = (sm_i==0) ? -1.0 : splitPoint;
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double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : splitPoint;
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// for all by the last shadowmap shift the r_end so that it overlaps slightly with the next shadowmap
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// to prevent a seam showing through between the shadowmaps
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if (sm_i+1<numShadowMapsPerLight) r_end+=0.01;
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if (sm_i>0)
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{
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// not the first shadowmap so insert a polytope to clip the scene from before r_start
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// plane in clip space coords
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osg::Plane plane(0.0,1.0,0.0,-r_start);
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// transform into eye coords
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plane.transformProvidingInverse(projectionMatrix);
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local_polytope.getPlaneList().push_back(plane);
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//OSG_NOTICE<<"Adding r_start plane "<<plane<<std::endl;
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}
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if (sm_i+1<numShadowMapsPerLight)
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{
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// not the last shadowmap so insert a polytope to clip the scene from beyond r_end
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// plane in clip space coords
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osg::Plane plane(0.0,-1.0,0.0,r_end);
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// 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());
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user