Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
parent
20607bdcd9
commit
26a7b48d69
@ -1,11 +1,701 @@
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#include "shadow.hpp"
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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 <osgDB/FileUtils>
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#include <osgDB/ReadFile>
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namespace MWRender
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{
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void MWShadow::ViewData::init(MWShadow * st, osgUtil::CullVisitor * cv)
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using namespace osgShadow;
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std::string debugVertexShaderSource = "void main(void){gl_Position = gl_Vertex; gl_TexCoord[0]=gl_MultiTexCoord0;}";
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std::string debugFragmentShaderSource =
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"uniform sampler2D texture; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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#if 0
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" float f = texture2D( texture, gl_TexCoord[0] ).r; \n"
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" \n"
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" f = 256.0 * f; \n"
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" float fC = floor( f ) / 256.0; \n"
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" \n"
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" f = 256.0 * fract( f ); \n"
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" float fS = floor( f ) / 256.0; \n"
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" \n"
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" f = 256.0 * fract( f ); \n"
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" float fH = floor( f ) / 256.0; \n"
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" \n"
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" fS *= 0.5; \n"
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" fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS ); \n"
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" \n"
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" vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ), \n"
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" abs( fC - 0.333333 ), \n"
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" abs( fC - 0.666667 ) ); \n"
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" \n"
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" rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb ); \n"
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" \n"
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" float fMax = max( max( rgb.r, rgb.g ), rgb.b ); \n"
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" fMax = 1.0 / fMax; \n"
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" \n"
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" vec3 color = fMax * rgb; \n"
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" \n"
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" gl_FragColor = vec4( fS + fH * color, 1 ); \n"
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#else
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" gl_FragColor = texture2D(texture, gl_TexCoord[0]); \n"
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" //gl_FragColor = vec4(1.0, 0.5, 0.5, 1.0); \n"
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#endif
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"} \n";
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MWShadow::MWShadow() : debugCamera(new osg::Camera), debugProgram(new osg::Program), testTex(new osg::Texture2D)
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{
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debugCamera->setViewport(0, 0, 200, 200);
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debugCamera->setRenderOrder(osg::Camera::POST_RENDER);
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debugCamera->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, debugVertexShaderSource);
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debugProgram->addShader(vertexShader);
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osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFragmentShaderSource);
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debugProgram->addShader(fragmentShader);
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debugGeometry = osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0));-
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debugCamera->addChild(debugGeometry);
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
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stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", 0);
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//textureUniform->setType(osg::Uniform::SAMPLER_2D);
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stateSet->addUniform(textureUniform.get());
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testTex->setDataVariance(osg::Object::DYNAMIC);
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osg::ref_ptr<osg::Image> testImage = osgDB::readRefImageFile("path/to/an/image/file.png");
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testTex->setImage(testImage);
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}
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class VDSMCameraCullCallback : public osg::NodeCallback
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{
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public:
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VDSMCameraCullCallback(ViewDependentShadowMap* vdsm, osg::Polytope& polytope);
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv);
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osg::RefMatrix* getProjectionMatrix() { return _projectionMatrix.get(); }
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osgUtil::RenderStage* getRenderStage() { return _renderStage.get(); }
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protected:
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ViewDependentShadowMap* _vdsm;
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osg::ref_ptr<osg::RefMatrix> _projectionMatrix;
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osg::ref_ptr<osgUtil::RenderStage> _renderStage;
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osg::Polytope _polytope;
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};
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VDSMCameraCullCallback::VDSMCameraCullCallback(ViewDependentShadowMap* vdsm, osg::Polytope& polytope) :
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_vdsm(vdsm),
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_polytope(polytope)
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{
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}
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void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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osg::Camera* camera = dynamic_cast<osg::Camera*>(node);
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OSG_INFO << "VDSMCameraCullCallback::operator()(osg::Node* " << camera << ", osg::NodeVisitor* " << cv << ")" << std::endl;
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#if 1
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if (!_polytope.empty())
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{
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OSG_INFO << "Pushing custom Polytope" << std::endl;
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osg::CullingSet& cs = cv->getProjectionCullingStack().back();
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cs.setFrustum(_polytope);
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cv->pushCullingSet();
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}
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#endif
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if (_vdsm->getShadowedScene())
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{
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_vdsm->getShadowedScene()->osg::Group::traverse(*nv);
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}
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#if 1
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if (!_polytope.empty())
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{
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OSG_INFO << "Popping custom Polytope" << std::endl;
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cv->popCullingSet();
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}
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#endif
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_renderStage = cv->getCurrentRenderBin()->getStage();
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OSG_INFO << "VDSM second : _renderStage = " << _renderStage << std::endl;
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if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
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{
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// make sure that the near plane is computed correctly.
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cv->computeNearPlane();
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osg::Matrixd projection = *(cv->getProjectionMatrix());
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OSG_INFO << "RTT Projection matrix " << projection << std::endl;
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osg::Matrix::value_type left, right, bottom, top, zNear, zFar;
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osg::Matrix::value_type epsilon = 1e-6;
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if (fabs(projection(0, 3))<epsilon && fabs(projection(1, 3))<epsilon && fabs(projection(2, 3))<epsilon)
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{
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projection.getOrtho(left, right,
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bottom, top,
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zNear, zFar);
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OSG_INFO << "Ortho zNear=" << zNear << ", zFar=" << zFar << std::endl;
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}
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else
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{
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projection.getFrustum(left, right,
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bottom, top,
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zNear, zFar);
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OSG_INFO << "Frustum zNear=" << zNear << ", zFar=" << zFar << std::endl;
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}
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OSG_INFO << "Calculated zNear = " << cv->getCalculatedNearPlane() << ", zFar = " << cv->getCalculatedFarPlane() << std::endl;
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zNear = osg::maximum(zNear, cv->getCalculatedNearPlane());
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zFar = osg::minimum(zFar, cv->getCalculatedFarPlane());
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cv->setCalculatedNearPlane(zNear);
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cv->setCalculatedFarPlane(zFar);
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cv->clampProjectionMatrix(projection, zNear, zFar);
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//OSG_INFO<<"RTT zNear = "<<zNear<<", zFar = "<<zFar<<std::endl;
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OSG_INFO << "RTT Projection matrix after clamping " << projection << std::endl;
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camera->setProjectionMatrix(projection);
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_projectionMatrix = cv->getProjectionMatrix();
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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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LightSpacePerspectiveShadowMapDB::ViewData::init(st, cv);
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osg::StateSet * stateset = _camera->getOrCreateStateSet();
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stateset->removeAttribute(osg::StateAttribute::CULLFACE);
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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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setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
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pushViewport(viewport);
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pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
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pushModelViewMatrix(new osg::RefMatrix(viewMatrix), osg::Transform::ABSOLUTE_RF);
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}
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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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// push the culling mode.
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pushCurrentMask();
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traverse(node);
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Geode& node)
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{
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if (isCulled(node)) return;
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// push the culling mode.
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pushCurrentMask();
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for (unsigned int i = 0; i<node.getNumDrawables(); ++i)
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{
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if (node.getDrawable(i))
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{
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updateBound(node.getDrawable(i)->getBoundingBox());
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}
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}
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Billboard&)
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{
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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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// push the culling mode.
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pushCurrentMask();
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// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
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if (transform.getReferenceFrame() == osg::Transform::RELATIVE_RF)
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{
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osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
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transform.computeLocalToWorldMatrix(*matrix, this);
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pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
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traverse(transform);
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popModelViewMatrix();
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}
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// pop the culling mode.
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popCurrentMask();
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}
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void apply(osg::Camera&)
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{
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// camera nodes won't affect a shadow map so their subgraphs should be ignored
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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()<-1.0f)
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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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void MWShadow::cull(osgUtil::CullVisitor& cv)
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{
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OSG_INFO << std::endl << std::endl << "ViewDependentShadowMap::cull(osg::CullVisitor&" << &cv << ")" << std::endl;
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if (!_shadowCastingStateSet)
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{
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OSG_INFO << "Warning, init() has not yet been called so ShadowCastingStateSet has not been setup yet, unable to create shadows." << std::endl;
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_shadowedScene->osg::Group::traverse(cv);
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return;
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}
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ViewDependentData* vdd = getViewDependentData(&cv);
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if (!vdd)
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{
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OSG_INFO << "Warning, now ViewDependentData created, unable to create shadows." << std::endl;
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_shadowedScene->osg::Group::traverse(cv);
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return;
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}
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ShadowSettings* settings = getShadowedScene()->getShadowSettings();
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OSG_INFO << "cv->getProjectionMatrix()=" << *cv.getProjectionMatrix() << std::endl;
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osg::CullSettings::ComputeNearFarMode cachedNearFarMode = cv.getComputeNearFarMode();
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osg::RefMatrix& viewProjectionMatrix = *cv.getProjectionMatrix();
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// check whether this main views projection is perspective or orthographic
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bool orthographicViewFrustum = viewProjectionMatrix(0, 3) == 0.0 &&
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viewProjectionMatrix(1, 3) == 0.0 &&
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viewProjectionMatrix(2, 3) == 0.0;
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double minZNear = 0.0;
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double maxZFar = DBL_MAX;
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if (cachedNearFarMode == osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
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{
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double left, right, top, bottom;
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if (orthographicViewFrustum)
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{
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viewProjectionMatrix.getOrtho(left, right, bottom, top, minZNear, maxZFar);
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}
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else
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{
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viewProjectionMatrix.getFrustum(left, right, bottom, top, minZNear, maxZFar);
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}
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OSG_INFO << "minZNear=" << minZNear << ", maxZFar=" << maxZFar << std::endl;
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}
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// set the compute near/far mode to the highest quality setting to ensure we push the near plan out as far as possible
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if (settings->getComputeNearFarModeOverride() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
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{
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cv.setComputeNearFarMode(settings->getComputeNearFarModeOverride());
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}
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// 1. Traverse main scene graph
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cv.pushStateSet(_shadowRecievingPlaceholderStateSet.get());
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osg::ref_ptr<osgUtil::StateGraph> decoratorStateGraph = cv.getCurrentStateGraph();
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cullShadowReceivingScene(&cv);
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cv.popStateSet();
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if (cv.getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
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{
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OSG_INFO << "Just done main subgraph traversak" << std::endl;
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// make sure that the near plane is computed correctly so that any projection matrix computations
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// are all done correctly.
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cv.computeNearPlane();
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}
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// clamp the minZNear and maxZFar to those provided by ShadowSettings
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maxZFar = osg::minimum(settings->getMaximumShadowMapDistance(), maxZFar);
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if (minZNear>maxZFar) minZNear = maxZFar*settings->getMinimumShadowMapNearFarRatio();
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//OSG_NOTICE<<"maxZFar "<<maxZFar<<std::endl;
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Frustum frustum(&cv, minZNear, maxZFar);
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// return compute near far mode back to it's original settings
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cv.setComputeNearFarMode(cachedNearFarMode);
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OSG_INFO << "frustum.eye=" << frustum.eye << ", frustum.centerNearPlane, " << frustum.centerNearPlane << " distance = " << (frustum.eye - frustum.centerNearPlane).length() << std::endl;
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// 2. select active light sources
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// create a list of light sources + their matrices to place them
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selectActiveLights(&cv, vdd);
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unsigned int pos_x = 0;
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unsigned int textureUnit = settings->getBaseShadowTextureUnit();
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unsigned int numValidShadows = 0;
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ShadowDataList& sdl = vdd->getShadowDataList();
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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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++itr)
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{
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// 3. create per light/per shadow map division of lightspace/frustum
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// create a list of light/shadow map data structures
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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)
|
||||
{
|
||||
// osg::ElapsedTime timer;
|
||||
|
||||
osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0, 0, 2048, 2048);
|
||||
ComputeLightSpaceBounds clsb(viewport.get(), projectionMatrix, viewMatrix);
|
||||
clsb.setTraversalMask(_shadowedScene->getCastsShadowTraversalMask());
|
||||
|
||||
osg::Matrixd invertModelView;
|
||||
invertModelView.invert(viewMatrix);
|
||||
osg::Polytope local_polytope(polytope);
|
||||
local_polytope.transformProvidingInverse(invertModelView);
|
||||
|
||||
osg::CullingSet& cs = clsb.getProjectionCullingStack().back();
|
||||
cs.setFrustum(local_polytope);
|
||||
clsb.pushCullingSet();
|
||||
|
||||
_shadowedScene->accept(clsb);
|
||||
|
||||
// OSG_NOTICE<<"Extents of LightSpace "<<clsb._bb.xMin()<<", "<<clsb._bb.xMax()<<", "<<clsb._bb.yMin()<<", "<<clsb._bb.yMax()<<", "<<clsb._bb.zMin()<<", "<<clsb._bb.zMax()<<std::endl;
|
||||
// OSG_NOTICE<<" time "<<timer.elapsedTime_m()<<"ms, mask = "<<std::hex<<_shadowedScene->getCastsShadowTraversalMask()<<std::endl;
|
||||
|
||||
if (clsb._bb.xMin()>-1.0f || clsb._bb.xMax()<1.0f || clsb._bb.yMin()>-1.0f || clsb._bb.yMax()<1.0f)
|
||||
{
|
||||
// OSG_NOTICE<<"Need to clamp projection matrix"<<std::endl;
|
||||
|
||||
#if 1
|
||||
double xMid = (clsb._bb.xMin() + clsb._bb.xMax())*0.5f;
|
||||
double xRange = clsb._bb.xMax() - clsb._bb.xMin();
|
||||
#else
|
||||
double xMid = 0.0;
|
||||
double xRange = 2.0;
|
||||
#endif
|
||||
double yMid = (clsb._bb.yMin() + clsb._bb.yMax())*0.5f;
|
||||
double yRange = (clsb._bb.yMax() - clsb._bb.yMin());
|
||||
|
||||
// OSG_NOTICE<<" xMid="<<xMid<<", yMid="<<yMid<<", xRange="<<xRange<<", yRange="<<yRange<<std::endl;
|
||||
|
||||
projectionMatrix =
|
||||
projectionMatrix *
|
||||
osg::Matrixd::translate(osg::Vec3d(-xMid, -yMid, 0.0)) *
|
||||
osg::Matrixd::scale(osg::Vec3d(2.0 / xRange, 2.0 / yRange, 1.0));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
double splitPoint = 0.0;
|
||||
|
||||
if (numShadowMapsPerLight>1)
|
||||
{
|
||||
osg::Vec3d eye_v = frustum.eye * viewMatrix;
|
||||
osg::Vec3d center_v = frustum.center * viewMatrix;
|
||||
osg::Vec3d viewdir_v = center_v - eye_v; viewdir_v.normalize();
|
||||
osg::Vec3d lightdir(0.0, 0.0, -1.0);
|
||||
|
||||
double dotProduct_v = lightdir * viewdir_v;
|
||||
double angle = acosf(dotProduct_v);
|
||||
|
||||
osg::Vec3d eye_ls = eye_v * projectionMatrix;
|
||||
|
||||
OSG_INFO << "Angle between view vector and eye " << osg::RadiansToDegrees(angle) << std::endl;
|
||||
OSG_INFO << "eye_ls=" << eye_ls << std::endl;
|
||||
|
||||
if (eye_ls.y() >= -1.0 && eye_ls.y() <= 1.0)
|
||||
{
|
||||
OSG_INFO << "Eye point inside light space clip region " << std::endl;
|
||||
splitPoint = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
double n = -1.0 - eye_ls.y();
|
||||
double f = 1.0 - eye_ls.y();
|
||||
double sqrt_nf = sqrt(n*f);
|
||||
double mid = eye_ls.y() + sqrt_nf;
|
||||
double ratioOfMidToUseForSplit = 0.8;
|
||||
splitPoint = mid * ratioOfMidToUseForSplit;
|
||||
|
||||
OSG_INFO << " n=" << n << ", f=" << f << ", sqrt_nf=" << sqrt_nf << " mid=" << mid << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// 4. For each light/shadow map
|
||||
for (unsigned int sm_i = 0; sm_i<numShadowMapsPerLight; ++sm_i)
|
||||
{
|
||||
osg::ref_ptr<ShadowData> sd;
|
||||
|
||||
if (previous_sdl.empty())
|
||||
{
|
||||
OSG_INFO << "Create new ShadowData" << std::endl;
|
||||
sd = new ShadowData(vdd);
|
||||
}
|
||||
else
|
||||
{
|
||||
OSG_INFO << "Taking ShadowData from from of previous_sdl" << std::endl;
|
||||
sd = previous_sdl.front();
|
||||
previous_sdl.erase(previous_sdl.begin());
|
||||
}
|
||||
|
||||
if (true)
|
||||
{
|
||||
osg::ref_ptr<osg::Texture2D> texture = sd->_texture;
|
||||
osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
|
||||
if (false)
|
||||
stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
|
||||
else
|
||||
stateSet->setTextureAttributeAndModes(0, testTex, osg::StateAttribute::ON);
|
||||
|
||||
unsigned int traversalMask = cv.getTraversalMask();
|
||||
cv.setTraversalMask(debugGeometry->getNodeMask());
|
||||
cv.pushStateSet(stateSet);
|
||||
debugCamera->accept(cv);
|
||||
cv.popStateSet();
|
||||
cv.setTraversalMask(traversalMask);
|
||||
|
||||
cv.getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Camera> camera = sd->_camera;
|
||||
|
||||
camera->setProjectionMatrix(projectionMatrix);
|
||||
camera->setViewMatrix(viewMatrix);
|
||||
|
||||
if (settings->getDebugDraw())
|
||||
{
|
||||
camera->getViewport()->x() = pos_x;
|
||||
pos_x += static_cast<unsigned int>(camera->getViewport()->width()) + 40;
|
||||
}
|
||||
|
||||
// transform polytope in model coords into light spaces eye coords.
|
||||
osg::Matrixd invertModelView;
|
||||
invertModelView.invert(camera->getViewMatrix());
|
||||
|
||||
osg::Polytope local_polytope(polytope);
|
||||
local_polytope.transformProvidingInverse(invertModelView);
|
||||
|
||||
|
||||
if (numShadowMapsPerLight>1)
|
||||
{
|
||||
// compute the start and end range in non-dimensional coords
|
||||
#if 0
|
||||
double r_start = (sm_i == 0) ? -1.0 : (double(sm_i) / double(numShadowMapsPerLight)*2.0 - 1.0);
|
||||
double r_end = (sm_i + 1 == numShadowMapsPerLight) ? 1.0 : (double(sm_i + 1) / double(numShadowMapsPerLight)*2.0 - 1.0);
|
||||
#endif
|
||||
|
||||
// hardwired for 2 splits
|
||||
double r_start = (sm_i == 0) ? -1.0 : splitPoint;
|
||||
double r_end = (sm_i + 1 == numShadowMapsPerLight) ? 1.0 : splitPoint;
|
||||
|
||||
// for all by the last shadowmap shift the r_end so that it overlaps slightly with the next shadowmap
|
||||
// to prevent a seam showing through between the shadowmaps
|
||||
if (sm_i + 1<numShadowMapsPerLight) r_end += 0.01;
|
||||
|
||||
|
||||
if (sm_i>0)
|
||||
{
|
||||
// not the first shadowmap so insert a polytope to clip the scene from before r_start
|
||||
|
||||
// plane in clip space coords
|
||||
osg::Plane plane(0.0, 1.0, 0.0, -r_start);
|
||||
|
||||
// transform into eye coords
|
||||
plane.transformProvidingInverse(projectionMatrix);
|
||||
local_polytope.getPlaneList().push_back(plane);
|
||||
|
||||
//OSG_NOTICE<<"Adding r_start plane "<<plane<<std::endl;
|
||||
|
||||
}
|
||||
|
||||
if (sm_i + 1<numShadowMapsPerLight)
|
||||
{
|
||||
// not the last shadowmap so insert a polytope to clip the scene from beyond r_end
|
||||
|
||||
// plane in clip space coords
|
||||
osg::Plane plane(0.0, -1.0, 0.0, r_end);
|
||||
|
||||
// transform into eye coords
|
||||
plane.transformProvidingInverse(projectionMatrix);
|
||||
local_polytope.getPlaneList().push_back(plane);
|
||||
|
||||
//OSG_NOTICE<<"Adding r_end plane "<<plane<<std::endl;
|
||||
}
|
||||
|
||||
local_polytope.setupMask();
|
||||
|
||||
|
||||
// OSG_NOTICE<<"Need to adjust RTT camera projection and view matrix here, r_start="<<r_start<<", r_end="<<r_end<<std::endl;
|
||||
// OSG_NOTICE<<" textureUnit = "<<textureUnit<<std::endl;
|
||||
|
||||
double mid_r = (r_start + r_end)*0.5;
|
||||
double range_r = (r_end - r_start);
|
||||
|
||||
// OSG_NOTICE<<" mid_r = "<<mid_r<<", range_r = "<<range_r<<std::endl;
|
||||
|
||||
camera->setProjectionMatrix(
|
||||
camera->getProjectionMatrix() *
|
||||
osg::Matrixd::translate(osg::Vec3d(0.0, -mid_r, 0.0)) *
|
||||
osg::Matrixd::scale(osg::Vec3d(1.0, 2.0 / range_r, 1.0)));
|
||||
|
||||
}
|
||||
|
||||
|
||||
osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, local_polytope);
|
||||
camera->setCullCallback(vdsmCallback.get());
|
||||
|
||||
// 4.3 traverse RTT camera
|
||||
//
|
||||
|
||||
cv.pushStateSet(_shadowCastingStateSet.get());
|
||||
|
||||
cullShadowCastingScene(&cv, camera.get());
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
if (!orthographicViewFrustum && settings->getShadowMapProjectionHint() == osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP)
|
||||
{
|
||||
adjustPerspectiveShadowMapCameraSettings(vdsmCallback->getRenderStage(), frustum, pl, camera.get());
|
||||
if (vdsmCallback->getProjectionMatrix())
|
||||
{
|
||||
vdsmCallback->getProjectionMatrix()->set(camera->getProjectionMatrix());
|
||||
}
|
||||
}
|
||||
|
||||
// 4.4 compute main scene graph TexGen + uniform settings + setup state
|
||||
//
|
||||
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);
|
||||
|
||||
// pass on shadow data to ShadowDataList
|
||||
sd->_textureUnit = textureUnit;
|
||||
|
||||
if (textureUnit >= 8)
|
||||
{
|
||||
OSG_NOTICE << "Shadow texture unit is invalid for texgen, will not be used." << std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
sdl.push_back(sd);
|
||||
}
|
||||
|
||||
// increment counters.
|
||||
++textureUnit;
|
||||
++numValidShadows;
|
||||
}
|
||||
}
|
||||
|
||||
if (numValidShadows>0)
|
||||
{
|
||||
decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd));
|
||||
}
|
||||
|
||||
// OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue