From Wojciech Lewandowski, intial cut at new TrapezoidalShadowMap ShadowTechnique
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@ -42,6 +42,7 @@
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#include <osgShadow/SoftShadowMap>
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#include <osgShadow/ParallelSplitShadowMap>
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#include <osgShadow/LightSpacePerspectiveShadowMap>
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#include <osgShadow/TrapezoidalShadowMap>
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#include <osgShadow/StandardShadowMap>
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#include <osgDB/ReadFile>
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@ -106,6 +107,35 @@ public:
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};
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class DumpShadowVolumesHandler : public osgGA::GUIEventHandler
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{
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public:
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DumpShadowVolumesHandler( )
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{
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set( false );
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}
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bool get() { return _value; }
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void set( bool value ) { _value = value; }
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/** Deprecated, Handle events, return true if handled, false otherwise. */
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virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
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{
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if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
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{
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if (ea.getKey() == 'D' )
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{
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set( true );
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return true;
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}
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}
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return false;
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}
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bool _value;
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};
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static int ReceivesShadowTraversalMask = 0x1;
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static int CastsShadowTraversalMask = 0x2;
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@ -452,13 +482,13 @@ namespace ModelThree
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osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
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osg::ref_ptr<osg::MatrixTransform> transform_2 = new osg::MatrixTransform;
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transform_2->addChild(geode_2.get());
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transform_2->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(45.0f)));
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// transform_2->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(45.0f)));
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scene->addChild(transform_2.get());
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osg::ref_ptr<osg::Geode> geode_3 = new osg::Geode;
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osg::ref_ptr<osg::MatrixTransform> transform_3 = new osg::MatrixTransform;
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transform_3->addChild(geode_3.get());
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transform_3->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(-22.5f)));
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// transform_3->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(-22.5f)));
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scene->addChild(transform_3.get());
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const float radius = 0.8f;
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@ -571,13 +601,15 @@ int main(int argc, char** argv)
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arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
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arguments.getApplicationUsage()->addCommandLineOption("--lispsm", "Select LightSpacePerspectiveShadowMap implementation.");
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arguments.getApplicationUsage()->addCommandLineOption("--ViewBounds", "LiSPSM optimize shadow for view frustum (weakest option)");
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arguments.getApplicationUsage()->addCommandLineOption("--CullBounds", "LiSPSM optimize shadow for bounds of culled objects in view frustum (better option).");
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arguments.getApplicationUsage()->addCommandLineOption("--DrawBounds", "LiSPSM optimize shadow for bounds of predrawn pixels in view frustum (best & default).");
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arguments.getApplicationUsage()->addCommandLineOption("--mapres", "LiSPSM texture resolution.");
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arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "LiSPSM max far distance to shadow.");
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arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "LiSPSM move the virtual frustum behind the real camera, (also back ground object can cast shadow).");
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arguments.getApplicationUsage()->addCommandLineOption("--minLightMargin", "LiSPSM the same as --moveVCamFactor.");
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arguments.getApplicationUsage()->addCommandLineOption("--tsm", "Select TrapezoidalShadowMap implementation.");
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arguments.getApplicationUsage()->addCommandLineOption("--msm", "Select MinimalShadowMap implementation.");
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arguments.getApplicationUsage()->addCommandLineOption("--ViewBounds", "MSM, LiSPSM & TSM optimize shadow for view frustum (weakest option)");
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arguments.getApplicationUsage()->addCommandLineOption("--CullBounds", "MSM, LiSPSM & TSM optimize shadow for bounds of culled objects in view frustum (better option).");
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arguments.getApplicationUsage()->addCommandLineOption("--DrawBounds", "MSM, LiSPSM & TSM optimize shadow for bounds of predrawn pixels in view frustum (best & default).");
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arguments.getApplicationUsage()->addCommandLineOption("--mapres", "MSM, LiSPSM & TSM texture resolution.");
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arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "MSM, LiSPSM & TSM max far distance to shadow.");
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arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "MSM, LiSPSM & TSM move the virtual frustum behind the real camera, (also back ground object can cast shadow).");
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arguments.getApplicationUsage()->addCommandLineOption("--minLightMargin", "MSM, LiSPSM t& TSM the same as --moveVCamFactor.");
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arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one.");
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arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model two.");
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@ -660,6 +692,7 @@ int main(int argc, char** argv)
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shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
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shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
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osg::ref_ptr<osgShadow::MinimalShadowMap> msm = NULL;
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if (arguments.read("--sv"))
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{
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// hint to tell viewer to request stencil buffer when setting up windows
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@ -731,45 +764,32 @@ int main(int argc, char** argv)
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osg::ref_ptr<osgShadow::SoftShadowMap> sm = new osgShadow::SoftShadowMap;
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shadowedScene->setShadowTechnique(sm.get());
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}
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else if ( arguments.read("--lispsm") )
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else if ( arguments.read("--lispsm") )
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{
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osg::ref_ptr<osgShadow::MinimalShadowMap> sm = NULL;
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if( arguments.read( "--ViewBounds" ) )
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sm = new osgShadow::LightSpacePerspectiveShadowMapVB;
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msm = new osgShadow::LightSpacePerspectiveShadowMapVB;
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else if( arguments.read( "--CullBounds" ) )
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sm = new osgShadow::LightSpacePerspectiveShadowMapCB;
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msm = new osgShadow::LightSpacePerspectiveShadowMapCB;
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else // if( arguments.read( "--DrawBounds" ) ) // default
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sm = new osgShadow::LightSpacePerspectiveShadowMapDB;
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shadowedScene->setShadowTechnique( sm.get() );
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if( sm.valid() )
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{
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while( arguments.read("--debugHUD") )
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sm->setDebugDraw( true );
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float minLightMargin = 10.f;
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float maxFarPlane = 0;
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unsigned int texSize = 1024;
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unsigned int baseTexUnit = 0;
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unsigned int shadowTexUnit = 1;
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while ( arguments.read("--moveVCamFactor", minLightMargin ) );
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while ( arguments.read("--minLightMargin", minLightMargin ) );
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while ( arguments.read("--maxFarDist", maxFarPlane ) );
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while ( arguments.read("--mapres", texSize ));
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while ( arguments.read("--baseTextureUnit", baseTexUnit) );
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while ( arguments.read("--shadowTextureUnit", shadowTexUnit) );
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sm->setMinLightMargin( minLightMargin );
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sm->setMaxFarPlane( maxFarPlane );
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sm->setTextureSize( osg::Vec2s( texSize, texSize ) );
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sm->setShadowTextureCoordIndex( shadowTexUnit );
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sm->setShadowTextureUnit( shadowTexUnit );
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sm->setBaseTextureCoordIndex( baseTexUnit );
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sm->setBaseTextureUnit( baseTexUnit );
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}
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msm = new osgShadow::LightSpacePerspectiveShadowMapDB;
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}
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else if( arguments.read("--tsm") )
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{
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if( arguments.read( "--ViewBounds" ) )
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msm = new osgShadow::TrapezoidalShadowMapVB;
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else if( arguments.read( "--CullBounds" ) )
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msm = new osgShadow::TrapezoidalShadowMapCB;
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else // if( arguments.read( "--DrawBounds" ) )
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msm = new osgShadow::TrapezoidalShadowMapDB;
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}
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else if( arguments.read("--msm") )
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{
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if( arguments.read( "--ViewBounds" ) )
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msm = new osgShadow::MinimalShadowMap;
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else if( arguments.read( "--CullBounds" ) )
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msm = new osgShadow::MinimalCullBoundsShadowMap;
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else // if( arguments.read( "--DrawBounds" ) ) // default
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msm = new osgShadow::MinimalDrawBoundsShadowMap;
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}
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else /* if (arguments.read("--sm")) */
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{
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@ -781,6 +801,34 @@ int main(int argc, char** argv)
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sm->setTextureSize(osg::Vec2s(mapres,mapres));
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}
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if( msm )// Set common MSM & TSM & LISPSM arguments
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{
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shadowedScene->setShadowTechnique( msm.get() );
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while( arguments.read("--debugHUD") )
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msm->setDebugDraw( true );
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float minLightMargin = 10.f;
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float maxFarPlane = 0;
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unsigned int texSize = 1024;
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unsigned int baseTexUnit = 0;
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unsigned int shadowTexUnit = 1;
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while ( arguments.read("--moveVCamFactor", minLightMargin ) );
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while ( arguments.read("--minLightMargin", minLightMargin ) );
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while ( arguments.read("--maxFarDist", maxFarPlane ) );
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while ( arguments.read("--mapres", texSize ));
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while ( arguments.read("--baseTextureUnit", baseTexUnit) );
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while ( arguments.read("--shadowTextureUnit", shadowTexUnit) );
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msm->setMinLightMargin( minLightMargin );
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msm->setMaxFarPlane( maxFarPlane );
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msm->setTextureSize( osg::Vec2s( texSize, texSize ) );
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msm->setShadowTextureCoordIndex( shadowTexUnit );
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msm->setShadowTextureUnit( shadowTexUnit );
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msm->setBaseTextureCoordIndex( baseTexUnit );
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msm->setBaseTextureUnit( baseTexUnit );
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}
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osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
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if (model.valid())
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{
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@ -857,7 +905,10 @@ int main(int argc, char** argv)
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viewer.setSceneData(shadowedScene.get());
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osg::ref_ptr< DumpShadowVolumesHandler > dumpShadowVolumes = new DumpShadowVolumesHandler;
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viewer.addEventHandler(new ChangeFOVHandler(viewer.getCamera()));
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viewer.addEventHandler( dumpShadowVolumes.get() );
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// create the windows and run the threads.
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viewer.realize();
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@ -942,6 +993,20 @@ int main(int argc, char** argv)
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ls->getLight()->setDirection(lightDir);
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}
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if( dumpShadowVolumes->get() )
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{
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dumpShadowVolumes->set( false );
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static int dumpFileNo = 0;
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dumpFileNo ++;
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char filename[256];
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std::sprintf( filename, "shadowDump%d.osg", dumpFileNo );
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osgShadow::MinimalShadowMap * msm = dynamic_cast<osgShadow::MinimalShadowMap*>( shadowedScene->getShadowTechnique() );
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if( msm ) msm->setDebugDump( filename );
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}
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viewer.frame();
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}
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123
include/osgShadow/TrapezoidalShadowMap
Normal file
123
include/osgShadow/TrapezoidalShadowMap
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@ -0,0 +1,123 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*
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* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
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*/
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#ifndef OSGSHADOW_TRAPEZOIDALSHADOWMAP
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#define OSGSHADOW_TRAPEZOIDALSHADOWMAP 1
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#include <osgShadow/MinimalCullBoundsShadowMap>
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#include <osgShadow/MinimalDrawBoundsShadowMap>
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#include <osgShadow/ProjectionShadowMap>
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namespace osgShadow {
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// Class implements
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// "Anti-aliasing and Continuity with Trapezoidal Shadow Maps"
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// Tobias Martin (tobiasmartin@t-online.de) and Tiow-Seng Tan (tants@comp.nus.edu.sg)
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// School of Computing, National University of Singapore
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// http://www.comp.nus.edu.sg/~tants/tsm.html
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struct TrapezoidalMapping;
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class OSGSHADOW_EXPORT TrapezoidalShadowMapAlgorithm
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{
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public:
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TrapezoidalShadowMapAlgorithm();
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~TrapezoidalShadowMapAlgorithm();
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void operator() (
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const osgShadow::ConvexPolyhedron* hullShadowedView,
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const osg::Camera* cameraMain,
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osg::Camera* cameraShadow ) const;
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protected:
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TrapezoidalMapping * tm;
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};
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// Optimized for draw traversal shadow bounds
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class OSGSHADOW_EXPORT TrapezoidalShadowMapDB: public ProjectionShadowMap< MinimalDrawBoundsShadowMap, TrapezoidalShadowMapAlgorithm >
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{
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public:
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef ProjectionShadowMap< MinimalDrawBoundsShadowMap, TrapezoidalShadowMapAlgorithm > BaseClass;
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/** Classic OSG constructor */
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TrapezoidalShadowMapDB()
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{
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}
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/** Classic OSG cloning constructor */
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TrapezoidalShadowMapDB(
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const TrapezoidalShadowMapDB& copy,
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const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
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{
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}
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/** Declaration of standard OSG object methods */
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META_Object( osgShadow, TrapezoidalShadowMapDB );
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};
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// Optimized for cull traversal shadow bounds
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class OSGSHADOW_EXPORT TrapezoidalShadowMapCB: public ProjectionShadowMap< MinimalCullBoundsShadowMap, TrapezoidalShadowMapAlgorithm >
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{
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public:
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef ProjectionShadowMap< MinimalCullBoundsShadowMap, TrapezoidalShadowMapAlgorithm > BaseClass;
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/** Classic OSG constructor */
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TrapezoidalShadowMapCB()
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{
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}
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/** Classic OSG cloning constructor */
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TrapezoidalShadowMapCB(
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const TrapezoidalShadowMapCB& copy,
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const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
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{
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}
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/** Declaration of standard OSG object methods */
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META_Object( osgShadow, TrapezoidalShadowMapCB );
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};
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// Optimized for view frustum bounds
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class OSGSHADOW_EXPORT TrapezoidalShadowMapVB: public ProjectionShadowMap< MinimalShadowMap, TrapezoidalShadowMapAlgorithm >
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{
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public:
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef ProjectionShadowMap< MinimalShadowMap, TrapezoidalShadowMapAlgorithm > BaseClass;
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/** Classic OSG constructor */
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TrapezoidalShadowMapVB()
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{
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}
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/** Classic OSG cloning constructor */
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TrapezoidalShadowMapVB(
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const TrapezoidalShadowMapVB& copy,
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const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
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{
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}
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/** Declaration of standard OSG object methods */
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META_Object( osgShadow, TrapezoidalShadowMapVB );
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};
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typedef TrapezoidalShadowMapDB TrapezoidalShadowMap;
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} // namespace osgShadow
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#endif
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@ -18,7 +18,6 @@ SET(LIB_PUBLIC_HEADERS
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${HEADER_PATH}/SoftShadowMap
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${HEADER_PATH}/ParallelSplitShadowMap
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${HEADER_PATH}/Version
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${HEADER_PATH}/ConvexPolyhedron
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${HEADER_PATH}/DebugShadowMap
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${HEADER_PATH}/LightSpacePerspectiveShadowMap
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@ -27,6 +26,7 @@ SET(LIB_PUBLIC_HEADERS
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${HEADER_PATH}/MinimalShadowMap
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${HEADER_PATH}/ProjectionShadowMap
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${HEADER_PATH}/StandardShadowMap
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${HEADER_PATH}/TrapezoidalShadowMap
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${HEADER_PATH}/ViewDependentShadowTechnique
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)
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@ -50,6 +50,7 @@ ADD_LIBRARY(${LIB_NAME}
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MinimalDrawBoundsShadowMap.cpp
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MinimalShadowMap.cpp
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StandardShadowMap.cpp
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TrapezoidalShadowMap.cpp
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ViewDependentShadowTechnique.cpp
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${OPENSCENEGRAPH_VERSIONINFO_RC}
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)
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701
src/osgShadow/TrapezoidalShadowMap.cpp
Normal file
701
src/osgShadow/TrapezoidalShadowMap.cpp
Normal file
@ -0,0 +1,701 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
|
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*
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* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
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*/
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#include <osgShadow/TrapezoidalShadowMap>
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#include <cassert>
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#include <iostream>
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#include <iomanip>
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namespace ConvexHull2D {
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//===================================================================
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// Copyright 2001, softSurfer (www.softsurfer.com)
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// This code may be freely used and modified for any purpose
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// providing that this copyright notice is included with it.
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// SoftSurfer makes no warranty for this code, and cannot be held
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// liable for any real or imagined damage resulting from its use.
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// Users of this code must verify correctness for their application.
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//===================================================================
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/////////////////////////////////////////////////////////////////////
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// Wojtek Lewandowski:
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// Original Algorithm code adjusted to templates and indices.
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// .x, .y, .z fields access changed to indices for usage with OSG
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/////////////////////////////////////////////////////////////////////
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//===================================================================
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// isLeft(): tests if a point is Left|On|Right of an infinite line.
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// Input: three points P0, P1, and P2
|
||||
// Return: >0 for P2 left of the line through P0 and P1
|
||||
// =0 for P2 on the line
|
||||
// <0 for P2 right of the line
|
||||
// See: the January 2001 Algorithm on Area of Triangles
|
||||
//===================================================================
|
||||
template< typename Point >
|
||||
inline typename Point::value_type isLeft( Point P0, Point P1, Point P2 )
|
||||
{
|
||||
return (P1[0] - P0[0])*(P2[1] - P0[1]) -
|
||||
(P2[0] - P0[0])*(P1[1] - P0[1]);
|
||||
}
|
||||
//===================================================================
|
||||
// chainHull_2D(): Andrew's monotone chain 2D convex hull algorithm
|
||||
// Input: P[] = an array of 2D points
|
||||
// presorted by increasing x- and y-coordinates
|
||||
// n = the number of points in P[]
|
||||
// Output: H[] = an array of the convex hull vertices (max is n)
|
||||
// Return: the number of points in H[]
|
||||
//===================================================================
|
||||
template< typename Point >
|
||||
int chainConvexHull2D( Point* P, int n, Point* H )
|
||||
{
|
||||
// the output array H[] will be used as the stack
|
||||
int bot=0, top=(-1); // indices for bottom and top of the stack
|
||||
int i; // array scan index
|
||||
|
||||
// Get the indices of points with min x-coord and min|max y-coord
|
||||
int minmin = 0, minmax;
|
||||
typename Point::value_type xmin = P[0][0];
|
||||
for (i=1; i<n; i++)
|
||||
if (P[i][0] != xmin) break;
|
||||
minmax = i-1;
|
||||
if (minmax == n-1) { // degenerate case: all x-coords == xmin
|
||||
H[++top] = P[minmin];
|
||||
if (P[minmax][1] != P[minmin][1]) // a nontrivial segment
|
||||
H[++top] = P[minmax];
|
||||
H[++top] = P[minmin]; // add polygon endpoint
|
||||
return top+1;
|
||||
}
|
||||
|
||||
// Get the indices of points with max x-coord and min|max y-coord
|
||||
int maxmin, maxmax = n-1;
|
||||
typename Point::value_type xmax = P[n-1][0];
|
||||
for (i=n-2; i>=0; i--)
|
||||
if (P[i][0] != xmax) break;
|
||||
maxmin = i+1;
|
||||
|
||||
// Compute the lower hull on the stack H
|
||||
H[++top] = P[minmin]; // push minmin point onto stack
|
||||
i = minmax;
|
||||
while (++i <= maxmin)
|
||||
{
|
||||
// the lower line joins P[minmin] with P[maxmin]
|
||||
if (isLeft( P[minmin], P[maxmin], P[i]) >= 0 && i < maxmin)
|
||||
continue; // ignore P[i] above or on the lower line
|
||||
|
||||
while (top > 0) // there are at least 2 points on the stack
|
||||
{
|
||||
// test if P[i] is left of the line at the stack top
|
||||
if (isLeft( H[top-1], H[top], P[i]) > 0)
|
||||
break; // P[i] is a new hull vertex
|
||||
else
|
||||
top--; // pop top point off stack
|
||||
}
|
||||
H[++top] = P[i]; // push P[i] onto stack
|
||||
}
|
||||
|
||||
// Next, compute the upper hull on the stack H above the bottom hull
|
||||
if (maxmax != maxmin) // if distinct xmax points
|
||||
H[++top] = P[maxmax]; // push maxmax point onto stack
|
||||
bot = top; // the bottom point of the upper hull stack
|
||||
i = maxmin;
|
||||
while (--i >= minmax)
|
||||
{
|
||||
// the upper line joins P[maxmax] with P[minmax]
|
||||
if (isLeft( P[maxmax], P[minmax], P[i]) >= 0 && i > minmax)
|
||||
continue; // ignore P[i] below or on the upper line
|
||||
|
||||
while (top > bot) // at least 2 points on the upper stack
|
||||
{
|
||||
// test if P[i] is left of the line at the stack top
|
||||
if (isLeft( H[top-1], H[top], P[i]) > 0)
|
||||
break; // P[i] is a new hull vertex
|
||||
else
|
||||
top--; // pop top point off stack
|
||||
}
|
||||
H[++top] = P[i]; // push P[i] onto stack
|
||||
}
|
||||
if (minmax != minmin)
|
||||
H[++top] = P[minmin]; // push joining endpoint onto stack
|
||||
|
||||
return top+1;
|
||||
}
|
||||
|
||||
} // namespace ConvexHull2D
|
||||
|
||||
namespace osgShadow
|
||||
{
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TrapezoidalShadowMapAlgorithm
|
||||
//
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
struct TrapezoidalMapping : public osg::Referenced
|
||||
{
|
||||
TrapezoidalMapping( unsigned resolution = 2048,
|
||||
float focusDistance = 1000.f,
|
||||
float focusStart = 0.8f,
|
||||
float focusEnd = 0.0f,
|
||||
float maxNearFarDist = 10000.f,
|
||||
float maxShadowSize = 1000.f,
|
||||
float scale = 1.f,
|
||||
float duellingFrustaAngle = 15.f,
|
||||
float focusDistanceMin = 50.f,
|
||||
float focusDistanceMax = 10000.f,
|
||||
float focusDistanceStep = 10.f,
|
||||
float focusBase = 1000.f,
|
||||
float frustumNear = -1.f,
|
||||
float frustumFar = 1.f ) :
|
||||
resolution( resolution ),
|
||||
handler( false ),
|
||||
maxNearFarDist( maxNearFarDist ),
|
||||
maxShadowSize( maxShadowSize ),
|
||||
focusDistance( focusDistance ),
|
||||
focusStart( focusStart ),
|
||||
focusEnd( focusEnd ),
|
||||
scale( scale ),
|
||||
duellingFrustaAngle( duellingFrustaAngle ),
|
||||
focusDistanceMin( focusDistanceMin ),
|
||||
focusDistanceMax( focusDistanceMax ),
|
||||
focusDistanceStep( focusDistanceStep ),
|
||||
focusBase( focusBase ),
|
||||
frustumNear( frustumNear ),
|
||||
frustumFar( frustumFar )
|
||||
{
|
||||
}
|
||||
|
||||
bool AdjustFocus( float distance )
|
||||
{
|
||||
if( handler ) return false;
|
||||
|
||||
float scaledFocusDistance = FocusDistance();
|
||||
float minStepDistance = scaledFocusDistance - focusDistanceStep;
|
||||
float maxStepDistance = scaledFocusDistance + focusDistanceStep;
|
||||
|
||||
if( distance < minStepDistance ) distance = minStepDistance;
|
||||
if( distance > maxStepDistance ) distance = maxStepDistance;
|
||||
if( distance < focusDistanceMin ) distance = focusDistanceMin;
|
||||
if( distance > focusDistanceMax ) distance = focusDistanceMax;
|
||||
|
||||
scale = distance / focusBase;
|
||||
return true;
|
||||
}
|
||||
|
||||
unsigned resolution;
|
||||
bool handler;
|
||||
|
||||
float maxNearFarDist;
|
||||
float maxShadowSize;
|
||||
float focusDistance;
|
||||
float focusStart;
|
||||
float focusEnd;
|
||||
float scale;
|
||||
float duellingFrustaAngle;
|
||||
float focusDistanceMin;
|
||||
float focusDistanceMax;
|
||||
float focusDistanceStep;
|
||||
float focusBase;
|
||||
float frustumNear;
|
||||
float frustumFar;
|
||||
|
||||
float FocusStart() { return focusStart; }
|
||||
float FocusEnd() { return focusEnd; }
|
||||
float FocusDistance() { return focusDistance * scale; }
|
||||
float ShadowRange() { return maxNearFarDist * scale; }
|
||||
float ShadowLength() { return maxShadowSize * scale; }
|
||||
unsigned Resolution() { return resolution; }
|
||||
|
||||
void ComputeTrapezoidMapping
|
||||
( osg::Matrix camPostPerspectiveToLightViewSpaceTransform,
|
||||
osg::Matrix &projection,
|
||||
osg::Matrix &trapezoidalMapping );
|
||||
|
||||
bool ComputeViewFrustumProjection
|
||||
( osg::Matrix camPostPerspectiveToLightViewSpaceTransform,
|
||||
osg::Matrix & projection,
|
||||
osg::Vec3 polygon[8], int & count,
|
||||
osg::Vec3 &top, osg::Vec3 &bottom,
|
||||
float &dotLightViewDir );
|
||||
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TrapezoidalShadowMapAlgorithm
|
||||
//
|
||||
bool useIdentity = false;
|
||||
float fraction = 1.f / 10240;
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
using namespace osg;
|
||||
using namespace osgShadow;
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Auxilliary functions
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
static double
|
||||
ComputeConvexPolygonArea( Vec3 points[], int count, Matrix * matrix )
|
||||
{
|
||||
double area = 0.0;
|
||||
|
||||
Vec3 av[9];
|
||||
|
||||
if( matrix )
|
||||
for( int i = 0; i < count; i++ ) av[i] = points[i] * *matrix;
|
||||
else
|
||||
for( int i = 0; i < count; i++ ) av[i] = points[i];
|
||||
|
||||
for( Vec3 *p0 = av + count - 1, *p1 = av; count--; p0 = p1, p1++ )
|
||||
area += p0->x() * p1->y() - p0->y() * p1->x();
|
||||
|
||||
return abs( area ) * 0.5;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Code taken from TSM Recipe
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#define ASSIGN_MAT(M, u0, u3, u6, u1, u4, u7, u2, u5, u8) { \
|
||||
M[0][0] = u0; M[0][1] = u3; M[0][2] = u6; \
|
||||
M[1][0] = u1; M[1][1] = u4; M[1][2] = u7; \
|
||||
M[2][0] = u2; M[2][1] = u5; M[2][2] = u8; \
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
#define DET2(a, b, c, d) ((a) * (d) - (b) * (c))
|
||||
|
||||
#define DOT2(u, v) (u[0] * v[0] + u[1] * v[1])
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
static void intersect
|
||||
(double i[2], double g0[3], double g1[3], double h0[3], double h1[3])
|
||||
{
|
||||
double a, b;
|
||||
|
||||
i[0] = i[1] =
|
||||
1.0f / DET2(g0[0] - g1[0], g0[1] - g1[1], h0[0] - h1[0], h0[1] - h1[1]);
|
||||
|
||||
a = DET2(g0[0], g0[1], g1[0], g1[1]);
|
||||
b = DET2(h0[0], h0[1], h1[0], h1[1]);
|
||||
|
||||
i[0] *= DET2(a, g0[0] - g1[0], b, h0[0] - h1[0]);
|
||||
i[1] *= DET2(a, g0[1] - g1[1], b, h0[1] - h1[1]);
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
static void map_Trapezoid_To_Square
|
||||
(double TR[3][3], double t0[2], double t1[2], double t2[2], double t3[2])
|
||||
{
|
||||
double i[2], a, b, c, d;
|
||||
|
||||
//M1 = R * T1
|
||||
a = 0.5f * (t2[0] - t3[0]);
|
||||
b = 0.5f * (t2[1] - t3[1]);
|
||||
|
||||
ASSIGN_MAT(TR, a , b , a * a + b * b,
|
||||
b , -a , a * b - b * a,
|
||||
0.0f, 0.0f, 1.0f);
|
||||
|
||||
//M2 = T2 * M1 = T2 * R * T1
|
||||
intersect(i, t0, t3, t1, t2);
|
||||
|
||||
TR[0][2] = -DOT2(TR[0], i);
|
||||
TR[1][2] = -DOT2(TR[1], i);
|
||||
|
||||
//M1 = H * M2 = H * T2 * R * T1
|
||||
a = DOT2(TR[0], t2) + TR[0][2];
|
||||
b = DOT2(TR[1], t2) + TR[1][2];
|
||||
c = DOT2(TR[0], t3) + TR[0][2];
|
||||
d = DOT2(TR[1], t3) + TR[1][2];
|
||||
|
||||
a = -(a + c) / (b + d);
|
||||
|
||||
TR[0][0] += TR[1][0] * a;
|
||||
TR[0][1] += TR[1][1] * a;
|
||||
TR[0][2] += TR[1][2] * a;
|
||||
|
||||
//M2 = S1 * M1 = S1 * H * T2 * R * T1
|
||||
a = 1.0f / (DOT2(TR[0], t2) + TR[0][2]);
|
||||
b = 1.0f / (DOT2(TR[1], t2) + TR[1][2]);
|
||||
|
||||
TR[0][0] *= a; TR[0][1] *= a; TR[0][2] *= a;
|
||||
TR[1][0] *= b; TR[1][1] *= b; TR[1][2] *= b;
|
||||
|
||||
//M1 = N * M2 = N * S1 * H * T2 * R * T1
|
||||
TR[2][0] = TR[1][0]; TR[2][1] = TR[1][1]; TR[2][2] = TR[1][2];
|
||||
TR[1][2] += 1.0f;
|
||||
|
||||
//M2 = T3 * M1 = T3 * N * S1 * H * T2 * R * T1
|
||||
a = DOT2(TR[1], t0) + TR[1][2];
|
||||
b = DOT2(TR[2], t0) + TR[2][2];
|
||||
c = DOT2(TR[1], t2) + TR[1][2];
|
||||
d = DOT2(TR[2], t2) + TR[2][2];
|
||||
|
||||
a = -0.5f * (a / b + c / d);
|
||||
|
||||
TR[1][0] += TR[2][0] * a;
|
||||
TR[1][1] += TR[2][1] * a;
|
||||
TR[1][2] += TR[2][2] * a;
|
||||
|
||||
//M1 = S2 * M2 = S2 * T3 * N * S1 * H * T2 * R * T1
|
||||
a = DOT2(TR[1], t0) + TR[1][2];
|
||||
b = DOT2(TR[2], t0) + TR[2][2];
|
||||
|
||||
c = -b / a;
|
||||
|
||||
TR[1][0] *= c; TR[1][1] *= c; TR[1][2] *= c;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
static osg::Matrix TrapezoidToSquare
|
||||
( const Vec2 & t0, const Vec2 & t1, const Vec2 &t2, const Vec2 &t3 )
|
||||
{
|
||||
double at[4][3] =
|
||||
{ {t0[0],t0[1],0}, {t1[0],t1[1],0}, {t2[0],t2[1],0}, {t3[0],t3[1],0} };
|
||||
|
||||
double TR[3][3];
|
||||
map_Trapezoid_To_Square( TR, at[0], at[1], at[2], at[3] );
|
||||
|
||||
double N_T[16];
|
||||
N_T[0] = TR[0][0]; N_T[4] = TR[0][1]; N_T[ 8] = 0.0f; N_T[12] = TR[0][2];
|
||||
N_T[1] = TR[1][0]; N_T[5] = TR[1][1]; N_T[ 9] = 0.0f; N_T[13] = TR[1][2];
|
||||
N_T[2] = 0.0f; N_T[6] = 0.0f; N_T[10] = 1.0f; N_T[14] = 0.0f;
|
||||
N_T[3] = TR[2][0]; N_T[7] = TR[2][1]; N_T[11] = 0.0f; N_T[15] = TR[2][2];
|
||||
|
||||
osg::Matrix trapezoidalMapping( N_T );
|
||||
|
||||
#if 0
|
||||
Vec3 check[] = {
|
||||
|
||||
( Vec3( t0, 0 ) * trapezoidalMapping ),
|
||||
( Vec3( t1, 0 ) * trapezoidalMapping ),
|
||||
( Vec3( t2, 0 ) * trapezoidalMapping ),
|
||||
( Vec3( t3, 0 ) * trapezoidalMapping ),
|
||||
|
||||
( Vec3( ( t0 + t2 ) * 0.5f, 0 ) * trapezoidalMapping ),
|
||||
( Vec3( ( t1 + t3 ) * 0.5f, 0 ) * trapezoidalMapping )
|
||||
};
|
||||
#endif
|
||||
|
||||
return trapezoidalMapping;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
static inline bool SortByXY( const Vec3& p1, const Vec3& p2 )
|
||||
{
|
||||
return (p1[0] < p2[0]) || ((p1[0] == p2[0]) && (p1[1] < p2[1]));
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
void AlignProjection( Matrix & projection, Vec3 polygon[8],
|
||||
int & count, Vec3 & top, Vec3 & bottom )
|
||||
{
|
||||
Vec3 origin = top * projection;
|
||||
Vec3 vertVec = -( bottom * projection - top * projection );
|
||||
|
||||
assert( 0.0 < vertVec.length() );
|
||||
vertVec.normalize();
|
||||
Vec2 horzVec = Vec2( vertVec[1], -vertVec[0] );
|
||||
|
||||
// Rotation matrix to reorient projection to aligned with vertical axis
|
||||
Matrix m( horzVec[0], vertVec[0], 0, 0,
|
||||
horzVec[1], vertVec[1], 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1 );
|
||||
|
||||
osg::BoundingBox bb;
|
||||
for( int i = 0; i < count; i++ ) {
|
||||
polygon[i] = polygon[i] * m;
|
||||
bb.expandBy( polygon[i] );
|
||||
}
|
||||
|
||||
projection = projection * m;
|
||||
|
||||
m = Matrix::ortho( bb.xMin(), bb.xMax(), bb.yMin(), bb.yMax(), 1, -1 );
|
||||
|
||||
for( int i = 0; i < count; i++ )
|
||||
polygon[i] = polygon[i] * m;
|
||||
|
||||
projection = projection * m;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
bool TrapezoidalMapping::ComputeViewFrustumProjection
|
||||
( osg::Matrix camPostPerspectiveToLightViewSpaceTransform,
|
||||
Matrix & projection, Vec3 polygon[8], int & count, Vec3 & top, Vec3 & bottom,
|
||||
float &dotLightViewDir )
|
||||
{
|
||||
#if 1 // Shortened frustum
|
||||
//float limit = cos( osg::inDegrees( this->duellingFrustaAngle ) );
|
||||
|
||||
Vec3 vecNear = Vec3(0, 0,-1) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
Vec3 vecFar = Vec3(0, 0, 1) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
Vec3 vecNearFar = vecFar - vecNear;
|
||||
|
||||
float nearDist = vecNear.length();
|
||||
float farDist = vecFar.length();
|
||||
|
||||
float currNearFarDist = farDist - nearDist;
|
||||
|
||||
// dot( vecNearFar.normal, lighVector ) can be used to check angle between
|
||||
// camera dir and light vectors hence find duelling frusta case.
|
||||
// Note that light vector in light space is 0,0,1 so
|
||||
// dot( vecNearFar.normal, lighVector ) == vecNearFar.z / vecNearFar.length()
|
||||
dotLightViewDir = vecNearFar[2] / currNearFarDist;
|
||||
|
||||
// compute new shortened far distance
|
||||
vecFar = vecNear + vecNearFar * this->ShadowRange() / currNearFarDist;
|
||||
|
||||
// This is correct because light origin is the same as camera origin
|
||||
|
||||
float n = -1.f, f = n + 2.f * this->ShadowRange() / currNearFarDist;
|
||||
f = (vecFar * Matrix::inverse( camPostPerspectiveToLightViewSpaceTransform ))[2];
|
||||
|
||||
this->frustumNear = n;
|
||||
this->frustumFar = f;
|
||||
|
||||
#if 0
|
||||
float dist = ( Vec3( 0, 0, f ) * camPostPerspectiveToLightViewSpaceTransform -
|
||||
Vec3( 0, 0, n ) * camPostPerspectiveToLightViewSpaceTransform ).length();
|
||||
#endif
|
||||
|
||||
Vec3 frustum[8], cube[8] = {
|
||||
Vec3( -1,-1,n ), Vec3( -1,1,n ), Vec3( 1,-1,n ), Vec3( 1,1,n ),
|
||||
Vec3( -1,-1,f ), Vec3( -1,1,f ), Vec3( 1,-1,f ), Vec3( 1,1,f ),
|
||||
};
|
||||
|
||||
BoundingBox bb;
|
||||
for( int i = 0; i < 8; i++ ) {
|
||||
frustum[i] = cube[i] * camPostPerspectiveToLightViewSpaceTransform;
|
||||
bb.expandBy( frustum[i] );
|
||||
}
|
||||
|
||||
// Note negative z range - its because when we set positive n & f
|
||||
// both perspective or ortho matrix is constructed such that it looks into
|
||||
// -n ... -f range
|
||||
|
||||
projection.makeOrtho( bb.xMin(), bb.xMax(),
|
||||
bb.yMin(), bb.yMax(),
|
||||
-( bb.zMax() + this->ShadowLength() ), -bb.zMin() );
|
||||
|
||||
for( int i = 0; i < 8; i++ ) {
|
||||
frustum[i] = frustum[i] * projection;
|
||||
frustum[i][2] = cube[i][2]; //used later to identify duelling frusta
|
||||
}
|
||||
|
||||
std::sort( frustum, frustum+8, SortByXY );
|
||||
count = ConvexHull2D::chainConvexHull2D( frustum, 8, cube );
|
||||
|
||||
assert( 0 < count && count <= 9 );
|
||||
|
||||
// We don't need last vertex being the same as first one
|
||||
count--;
|
||||
|
||||
|
||||
// Projected near plane rect fits completely within far rect or opposite
|
||||
bool bNoDuellingFrusta = ( count > 4 ||
|
||||
cube[0][2] != cube[1][2] ||
|
||||
cube[1][2] != cube[2][2] ||
|
||||
cube[2][2] != cube[3][2] );
|
||||
// fabs( dotLightViewDir ) > limit /*obey degrees limit*/ );
|
||||
|
||||
if( bNoDuellingFrusta ) { // Compute center line through near and far center
|
||||
top = Vec3( 0,0,n ) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
bottom = Vec3( 0,0,f ) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
} else { // Compute center line through far bottom and top center
|
||||
float f = cube[0][2]; // near or far plane corresponding to convex hull pts
|
||||
top = Vec3( 0,-1, f ) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
bottom = Vec3( 0,1, f ) * camPostPerspectiveToLightViewSpaceTransform;
|
||||
}
|
||||
|
||||
for( int i = 0; i < count; i++ )
|
||||
polygon[i] = cube[i];
|
||||
|
||||
AlignProjection( projection, polygon, count, top, bottom );
|
||||
|
||||
return bNoDuellingFrusta;
|
||||
#else
|
||||
|
||||
|
||||
#endif
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
void TrapezoidalMapping::ComputeTrapezoidMapping
|
||||
( osg::Matrix camPostPerspectiveToLightViewSpaceTransform,
|
||||
osg::Matrix &projection,
|
||||
osg::Matrix &trapezoidalMapping )
|
||||
{
|
||||
float dotLightViewDir;
|
||||
Vec3 poly[8], top, bottom;
|
||||
int count = 0;
|
||||
|
||||
bool bNoDuellingFrusta = ComputeViewFrustumProjection
|
||||
( camPostPerspectiveToLightViewSpaceTransform,
|
||||
projection, poly, count, top, bottom, dotLightViewDir );
|
||||
|
||||
double dfWorldTopBottomDistance = ( bottom - top ).length();
|
||||
|
||||
top = top * projection;
|
||||
bottom = bottom * projection;
|
||||
|
||||
Vec3 vertVec3 = bottom - top;
|
||||
Vec2 vertVec( vertVec3.x(), vertVec3.y());
|
||||
|
||||
assert( 0.0 < vertVec.length() );
|
||||
|
||||
double dfLightProjectionSpaceToWorldRatio =
|
||||
vertVec.length() / dfWorldTopBottomDistance;
|
||||
|
||||
vertVec.normalize();
|
||||
Vec2 horzVec = Vec2( -vertVec[1], vertVec[0] );
|
||||
|
||||
// Compute trapezoid
|
||||
int iBottom = 0, iTop = 0, iLeft = 0, iRight = 0;
|
||||
Vec2 av[8];
|
||||
|
||||
for( int i = 0; i < count; i++ )
|
||||
{
|
||||
Vec3 v3 = ( poly[i] - top );
|
||||
Vec2 v( v3.x(), v3.y() );
|
||||
av[i] = Vec2( horzVec * v, vertVec * v );
|
||||
if( av[iTop][1] > av[i][1] ) iTop = i;
|
||||
if( av[iBottom][1] < av[i][1] ) iBottom = i;
|
||||
}
|
||||
|
||||
if( bNoDuellingFrusta ) {
|
||||
|
||||
// Distance from lowest to furthest point
|
||||
double lambda = av[ iBottom ][1] - av[ iTop ][1];
|
||||
double stdnear = 1, stdfar = -1;
|
||||
|
||||
// Distance of focus in world units
|
||||
double delta = this->FocusDistance() * dfLightProjectionSpaceToWorldRatio;
|
||||
|
||||
// 0..lambda temporary set to 20% of distance from near
|
||||
|
||||
double lastArea = 0.0; // Area of focus
|
||||
float focusEnd = dotLightViewDir < 0 ? this->FocusEnd() : this->FocusStart();
|
||||
for( double focus = this->FocusStart(), step = 1.0 / this->Resolution();
|
||||
focus >= focusEnd; focus -= step ) {
|
||||
|
||||
// Point of focus on std unitary frustum (near = 1 > sigma > -1 = far)
|
||||
double sigma = ( stdfar - stdnear ) * focus + stdnear; // Eighty percent rule
|
||||
// Focal length neccesary to compute trapezoid
|
||||
double eta = lambda * delta * ( 1 + sigma ) /
|
||||
( lambda - 2 * delta - lambda * sigma );
|
||||
|
||||
#if 0 // Check if computed eta(near) gives projection which returns focus distance (d=sigma)
|
||||
double d = -( lambda + 2 * eta ) * ( eta + delta ) + 2 * ( lambda + eta ) * eta;
|
||||
d /= lambda * (eta + delta);
|
||||
#endif
|
||||
|
||||
double dfLeft = av[iTop][0] / eta, dfRight = dfLeft;
|
||||
double vertOffset = eta - av[iTop][1];
|
||||
for( int i = 0; i < count; i++ ) { // Projective transform uses tangents
|
||||
double df = av[i][0] / ( av[i][1] + vertOffset );
|
||||
if( dfLeft > df ) dfLeft = df;
|
||||
if( dfRight < df ) dfRight = df;
|
||||
}
|
||||
|
||||
Vec2 centerTop = Vec2(top.x(),top.y()) + vertVec * av[iTop][1];
|
||||
Vec2 centerBottom = Vec2(top.x(),top.y()) + vertVec * av[iBottom][1];
|
||||
|
||||
osg::Matrix m = TrapezoidToSquare
|
||||
( /*lower left*/ centerBottom + horzVec * ( dfLeft * ( eta + lambda ) ),
|
||||
/* lower right*/ centerBottom + horzVec * ( dfRight * ( eta + lambda ) ),
|
||||
/* upper right */ centerTop + horzVec * ( dfRight * eta ),
|
||||
/* upper left */ centerTop + horzVec * ( dfLeft * eta ) );
|
||||
|
||||
double area = ComputeConvexPolygonArea( poly, count, &m );
|
||||
|
||||
// Stop condition for matrix optimization
|
||||
// Ignore if Trapezoidal matrix reverts orientation
|
||||
// this happens sometimes TrapezoidToSquare does some funky stuff
|
||||
if( area <= lastArea || eta <= 0 )
|
||||
break;
|
||||
|
||||
trapezoidalMapping = m;
|
||||
lastArea = area;
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for( int i = 0; i < count; i++ ) {
|
||||
if( av[iLeft][0] > av[i][0] ) iLeft = i;
|
||||
if( av[iRight][0] < av[i][0] ) iRight = i;
|
||||
}
|
||||
|
||||
Vec2 center = Vec2(top.x(),top.y()) + vertVec * ( av[iBottom][1] + av[iTop][1] ) * 0.5f;
|
||||
Vec2 vertvec = vertVec * ( av[iTop][1] - av[iBottom][1] ) * 0.5f;
|
||||
Vec2 horzvec = horzVec * ( av[iRight][0] - av[iLeft][0] ) * 0.5f;
|
||||
|
||||
trapezoidalMapping.set( horzvec[0], horzvec[1], 0, 0,
|
||||
vertvec[0], vertvec[1], 0, 0,
|
||||
0, 0, 1, 0,
|
||||
center[0], center[1], 0, 1 );
|
||||
|
||||
trapezoidalMapping.invert( trapezoidalMapping );
|
||||
#if 0
|
||||
{
|
||||
float f = fraction, nf = 0.5, n = nf * f;
|
||||
Vec3 c =
|
||||
Vec3( 0,0,-1 ) * camPostPerspectiveToLightViewSpaceTransform * projection;
|
||||
|
||||
trapezoidalMapping =
|
||||
osg::Matrix::scale( osg::Vec3( 1, 1, nf * fraction ) ) *
|
||||
osg::Matrix::translate( osg::Vec3( -c[0],-c[1], -f ) ) *
|
||||
osg::Matrix::frustum( -( c[0] - -1 )*nf, ( 1 - c[0] )*nf,
|
||||
-( c[1] - -1 )*nf, ( 1 - c[1] )*nf, n, 2 * f );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if( useIdentity )
|
||||
trapezoidalMapping.makeIdentity();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// TrapezoidalShadowMapAlgorithm
|
||||
//
|
||||
TrapezoidalShadowMapAlgorithm::TrapezoidalShadowMapAlgorithm()
|
||||
{
|
||||
tm = new TrapezoidalMapping;
|
||||
}
|
||||
|
||||
TrapezoidalShadowMapAlgorithm::~TrapezoidalShadowMapAlgorithm()
|
||||
{
|
||||
delete tm;
|
||||
}
|
||||
|
||||
void TrapezoidalShadowMapAlgorithm::operator()
|
||||
( const osgShadow::ConvexPolyhedron* hullShadowedView,
|
||||
const osg::Camera* cameraMain,
|
||||
osg::Camera* cameraShadow ) const
|
||||
{
|
||||
|
||||
osg::Matrix invCamView = cameraMain->getInverseViewMatrix();
|
||||
osg::Matrix view = cameraShadow->getViewMatrix();
|
||||
|
||||
osg::Matrix proj, camInvViewProj, trapezoidMapping;
|
||||
|
||||
camInvViewProj =
|
||||
osg::Matrix::inverse( cameraMain->getProjectionMatrix() ) * invCamView;
|
||||
|
||||
tm->ComputeTrapezoidMapping( camInvViewProj * view, proj, trapezoidMapping );
|
||||
|
||||
// TrapezoidMappingUniform->set( trapezoidMapping );
|
||||
|
||||
cameraShadow->setProjectionMatrix( proj * trapezoidMapping );
|
||||
}
|
||||
|
||||
} // end of osgShadow namespace
|
Loading…
Reference in New Issue
Block a user