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Merge branch 'osgshadow-test-vdsm' into osgshadow-test-vdsm-sky-method-two

This commit is contained in:
AnyOldName3 2017-11-05 14:39:41 +00:00
commit 26fe47b9a2
6 changed files with 12 additions and 16 deletions

View file

@ -210,7 +210,7 @@ namespace MWRender
settings->setReceivesShadowTraversalMask(~0u);
//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
settings->setBaseShadowTextureUnit(1);
settings->setBaseShadowTextureUnit(7);
//settings->setMinimumShadowMapNearFarRatio(0);
//settings->setNumShadowMapsPerLight(1);
//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP);

View file

@ -51,7 +51,7 @@ namespace MWRender
"} \n";
MWShadow::MWShadow() : debugCamera(new osg::Camera), debugProgram(new osg::Program), testTex(new osg::Texture2D)
MWShadow::MWShadow() : debugCamera(new osg::Camera), debugProgram(new osg::Program), debugTextureUnit(0)
{
debugCamera->setViewport(0, 0, 200, 200);
debugCamera->setRenderOrder(osg::Camera::POST_RENDER);
@ -67,13 +67,9 @@ namespace MWRender
debugCamera->addChild(debugGeometry);
osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", 0);
osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", debugTextureUnit);
//textureUniform->setType(osg::Uniform::SAMPLER_2D);
stateSet->addUniform(textureUniform.get());
testTex->setDataVariance(osg::Object::DYNAMIC);
osg::ref_ptr<osg::Image> testImage = osgDB::readRefImageFile("resources/mygui/openmw.png");
testTex->setImage(testImage);
}
class VDSMCameraCullCallback : public osg::NodeCallback
@ -560,10 +556,7 @@ namespace MWRender
{
osg::ref_ptr<osg::Texture2D> texture = sd->_texture;
osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
if (true)
stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
else
stateSet->setTextureAttributeAndModes(0, testTex, osg::StateAttribute::ON);
stateSet->setTextureAttributeAndModes(debugTextureUnit, texture, osg::StateAttribute::ON);
unsigned int traversalMask = cv.getTraversalMask();
cv.setTraversalMask(debugGeometry->getNodeMask());

View file

@ -12,13 +12,13 @@ namespace MWRender
virtual void cull(osgUtil::CullVisitor& cv);
protected:
const int debugTextureUnit;
osg::ref_ptr<osg::Camera> debugCamera;
osg::ref_ptr<osg::Program> debugProgram;
osg::ref_ptr<osg::Node> debugGeometry;
osg::ref_ptr<osg::Texture2D> testTex;
};
}

View file

@ -46,6 +46,7 @@ varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
uniform int shadowTextureUnit0;
varying vec4 shadowSpaceCoords;
#include "lighting.glsl"
@ -104,6 +105,6 @@ void main(void)
passNormal = gl_Normal.xyz;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat = mat4(gl_EyePlaneS[1], gl_EyePlaneT[1], gl_EyePlaneR[1], gl_EyePlaneQ[1]);
mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
shadowSpaceCoords = viewPos * eyePlaneMat;
}

View file

@ -14,6 +14,7 @@ varying vec4 passColor;
varying vec3 passViewPos;
varying vec3 passNormal;
uniform int shadowTextureUnit0;
varying vec4 shadowSpaceCoords;
#include "lighting.glsl"
@ -38,6 +39,6 @@ void main(void)
uv = gl_MultiTexCoord0.xy;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat = mat4(gl_EyePlaneS[1], gl_EyePlaneT[1], gl_EyePlaneR[1], gl_EyePlaneQ[1]);
mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
shadowSpaceCoords = viewPos * eyePlaneMat;
}

View file

@ -4,6 +4,7 @@ varying vec3 screenCoordsPassthrough;
varying vec4 position;
varying float depthPassthrough;
uniform int shadowTextureUnit0;
varying vec4 shadowSpaceCoords;
void main(void)
@ -23,6 +24,6 @@ void main(void)
depthPassthrough = gl_Position.z;
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
mat4 eyePlaneMat = mat4(gl_EyePlaneS[1], gl_EyePlaneT[1], gl_EyePlaneR[1], gl_EyePlaneQ[1]);
mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
shadowSpaceCoords = (gl_ModelViewMatrix * gl_Vertex) * eyePlaneMat;
}