basic shadows
parent
62908c9ef5
commit
2a4fcf42a3
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#include "shaderhelper.hpp"
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#include "renderingmanager.hpp"
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#include "shadows.hpp"
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#include <OgreHighLevelGpuProgramManager.h>
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#include <OgreHighLevelGpuProgram.h>
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#include <OgreGpuProgramParams.h>
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#include <components/settings/settings.hpp>
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using namespace Ogre;
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using namespace MWRender;
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ShaderHelper::ShaderHelper(RenderingManager* rend)
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{
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mRendering = rend;
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applyShaders();
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}
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void ShaderHelper::applyShaders()
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{
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if (!Settings::Manager::getBool("shaders", "Objects")) return;
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bool mrt = RenderingManager::useMRT();
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bool shadows = Settings::Manager::getBool("enabled", "Shadows");
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bool split = Settings::Manager::getBool("split", "Shadows");
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// shader for normal rendering
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createShader(mrt, shadows, split, "main");
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// fallback shader without mrt and without shadows
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// (useful for reflection and for minimap)
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createShader(false, false, false, "main_fallback");
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}
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void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool split, const std::string& name)
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{
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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const int numsplits = 3;
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// the number of lights to support.
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// when rendering an object, OGRE automatically picks the lights that are
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// closest to the object being rendered. unfortunately this mechanism does
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// not work perfectly for objects batched together (they will all use the same
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// lights). to work around this, we are simply pushing the maximum number
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// of lights here in order to minimize disappearing lights.
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int num_lights = Settings::Manager::getInt("num lights", "Objects");
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{
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// vertex
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HighLevelGpuProgramPtr vertex;
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if (!mgr.getByName(name+"_vp").isNull())
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mgr.remove(name+"_vp");
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vertex = mgr.createProgram(name+"_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
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vertex->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream;
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outStream <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" float4 normal : NORMAL, \n"
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" float4 colour : COLOR, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float4 oPosition : POSITION, \n"
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" out float4 oPositionObjSpace : TEXCOORD1, \n"
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" out float4 oNormal : TEXCOORD2, \n"
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" out float oDepth : TEXCOORD3, \n"
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" out float4 oVertexColour : TEXCOORD4, \n";
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if (shadows && !split) outStream <<
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" out float4 oLightSpacePos0 : TEXCOORD5, \n"
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" uniform float4x4 worldMatrix, \n"
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" uniform float4x4 texViewProjMatrix0, \n";
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else
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{
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" out float4 oLightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
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" uniform float4x4 texViewProjMatrix"<<i<<", \n";
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}
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outStream <<
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" uniform float4x4 worldMatrix, \n";
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}
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outStream <<
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oVertexColour = colour; \n"
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" oUV = uv; \n"
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" oNormal = normal; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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" oDepth = oPosition.z; \n"
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" oPositionObjSpace = position; \n";
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if (shadows && !split) outStream <<
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" oLightSpacePos0 = mul(texViewProjMatrix0, mul(worldMatrix, position)); \n";
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else
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{
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outStream <<
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" float4 wPos = mul(worldMatrix, position); \n";
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" oLightSpacePos"<<i<<" = mul(texViewProjMatrix"<<i<<", wPos); \n";
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}
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}
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outStream <<
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"}";
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vertex->setSource(outStream.str());
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vertex->load();
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vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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if (shadows)
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{
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vertex->getDefaultParameters()->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
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if (!split)
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vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix0", GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, 0);
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else
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{
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for (int i=0; i<numsplits; ++i)
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{
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vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix"+StringConverter::toString(i), GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
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}
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}
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}
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}
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{
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// fragment
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HighLevelGpuProgramPtr fragment;
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if (!mgr.getByName(name+"_fp").isNull())
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mgr.remove(name+"_fp");
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fragment = mgr.createProgram(name+"_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
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fragment->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream;
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if (shadows) outStream <<
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"float depthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
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"{ \n"
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" shadowMapPos /= shadowMapPos.w; \n"
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" float3 o = float3(offset.xy, -offset.x) * 0.3f; \n"
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" float c = (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.xy).r) ? 1 : 0; // top left \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.xy).r) ? 1 : 0; // bottom right \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.zy).r) ? 1 : 0; // bottom left \n"
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" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.zy).r) ? 1 : 0; // top right \n"
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" return c / 4; \n"
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"} \n";
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outStream <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n"
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" uniform sampler2D texture : register(s0), \n"
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" float4 positionObjSpace : TEXCOORD1, \n"
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" float4 normal : TEXCOORD2, \n"
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" float iDepth : TEXCOORD3, \n"
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" float4 vertexColour : TEXCOORD4, \n"
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" uniform float4 fogColour, \n"
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" uniform float4 fogParams, \n";
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if (shadows) outStream <<
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" uniform float4 shadowFar_fadeStart, \n";
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if (shadows && !split) outStream <<
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" uniform sampler2D shadowMap : register(s1), \n"
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" float4 lightSpacePos0 : TEXCOORD5, \n"
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" uniform float4 invShadowmapSize0, \n";
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else
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{
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outStream <<
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" uniform float4 pssmSplitPoints, \n";
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for (int i=0; i<numsplits; ++i)
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{
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outStream <<
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" uniform sampler2D shadowMap"<<i<<" : register(s"<<i+1<<"), \n"
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" float4 lightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
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" uniform float4 invShadowmapSize"<<i<<", \n";
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}
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}
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if (mrt) outStream <<
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" out float4 oColor1 : COLOR1, \n"
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" uniform float far, \n";
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for (int i=0; i<num_lights; ++i)
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{
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outStream <<
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" uniform float4 lightDiffuse"<<i<<", \n"
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" uniform float4 lightPositionObjSpace"<<i<<", \n"
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" uniform float4 lightAttenuation"<<i<<", \n";
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}
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outStream <<
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" uniform float4 lightAmbient, \n"
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" uniform float4 ambient, \n"
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" uniform float4 diffuse, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" float4 tex = tex2D(texture, uv); \n"
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" float d; \n"
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" float attn; \n"
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" float3 lightDir; \n"
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" float3 lightColour = float3(0, 0, 0); \n";
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for (int i=0; i<num_lights; ++i)
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{
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outStream <<
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" lightDir = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
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// pre-multiply light color with attenuation factor
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" d = length( lightDir ); \n"
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" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
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" lightDiffuse"<<i<<" *= attn; \n";
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if (i == 0 && shadows)
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{
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outStream <<
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" float shadow; \n";
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if (!split) outStream <<
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" shadow = depthShadow(shadowMap, lightSpacePos0, invShadowmapSize0.xy); \n";
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else
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{
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for (int j=0; j<numsplits; ++j)
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{
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std::string channel;
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if (j==0) channel = "x";
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else if (j==1) channel = "y";
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else if (j==2) channel = "z";
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if (j==0)
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outStream << " if (iDepth <= pssmSplitPoints." << channel << ") \n";
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else if (j < numsplits - 1)
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outStream << " else if (iDepth <= pssmSplitPoints." << channel << ") \n";
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else
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outStream << " else \n";
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outStream <<
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" { \n"
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" shadow = depthShadow(shadowMap" << j << ", lightSpacePos" << j << ", invShadowmapSize" << j << ".xy); \n"
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" } \n";
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}
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}
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outStream <<
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" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
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" float fade = 1-((iDepth - shadowFar_fadeStart.y) / fadeRange); \n"
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" shadow = (iDepth > shadowFar_fadeStart.x) ? 1 : ((iDepth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow); \n"
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" lightColour.xyz += shadow * lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
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}
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else outStream <<
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" lightColour.xyz += lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
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}
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outStream <<
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" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
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" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
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" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
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if (mrt) outStream <<
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" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
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outStream <<
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"}";
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fragment->setSource(outStream.str());
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fragment->load();
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for (int i=0; i<num_lights; ++i)
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{
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fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
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}
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fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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if (shadows)
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{
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fragment->getDefaultParameters()->setNamedConstant("shadowFar_fadeStart", Vector4(mRendering->getShadows()->getShadowFar(), mRendering->getShadows()->getFadeStart()*mRendering->getShadows()->getShadowFar(), 0, 0));
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for (int i=0; i < (split ? numsplits : 1); ++i)
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{
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fragment->getDefaultParameters()->setNamedAutoConstant("invShadowmapSize" + StringConverter::toString(i), GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i+1);
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}
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if (split)
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{
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Vector4 splitPoints;
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const PSSMShadowCameraSetup::SplitPointList& splitPointList = mRendering->getShadows()->getPSSMSetup()->getSplitPoints();
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// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
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for (int i = 1; i < numsplits; ++i)
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{
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splitPoints[i-1] = splitPointList[i];
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}
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fragment->getDefaultParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
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}
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}
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if (mrt)
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fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
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}
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}
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#ifndef GAME_SHADERHELPER_H
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#define GAME_SHADERHELPER_H
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#include <string>
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namespace MWRender
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{
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class RenderingManager;
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///
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/// \brief manages the main shader
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///
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class ShaderHelper
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{
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public:
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ShaderHelper(RenderingManager* rend);
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void applyShaders();
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///< apply new settings
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private:
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RenderingManager* mRendering;
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void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
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};
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}
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#endif
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@ -0,0 +1,175 @@
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#include "shadows.hpp"
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#include <components/settings/settings.hpp>
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#include <openengine/ogre/renderer.hpp>
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#include <OgreSceneManager.h>
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#include <OgreColourValue.h>
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#include <OgreShadowCameraSetupLiSPSM.h>
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#include <OgreShadowCameraSetupPSSM.h>
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#include <OgreHardwarePixelBuffer.h>
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#include <OgreOverlayContainer.h>
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#include <OgreOverlayManager.h>
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#include "renderconst.hpp"
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using namespace Ogre;
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using namespace MWRender;
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Shadows::Shadows(OEngine::Render::OgreRenderer* rend) :
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mShadowFar(1000), mFadeStart(0.9)
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{
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mRendering = rend;
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mSceneMgr = mRendering->getScene();
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recreate();
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}
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void Shadows::recreate()
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{
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bool enabled = Settings::Manager::getBool("enabled", "Shadows");
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// Split shadow maps are currently disabled because the terrain cannot cope with them
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// (Too many texture units) Solution would be a multi-pass terrain material
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bool split = Settings::Manager::getBool("split", "Shadows");
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//const bool split = false;
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if (!enabled)
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{
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mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
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return;
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}
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int texsize = Settings::Manager::getInt("texture size", "Shadows");
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mSceneMgr->setShadowTextureSize(texsize);
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mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
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// no point light shadows, i'm afraid. might revisit this with Deferred Shading
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mSceneMgr->setShadowTextureCountPerLightType(Light::LT_POINT, 0);
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mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, split ? 3 : 1);
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mSceneMgr->setShadowTextureCount(split ? 3 : 1);
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mSceneMgr->setShadowTextureSelfShadow(true);
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mSceneMgr->setShadowCasterRenderBackFaces(true);
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mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
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mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
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mSceneMgr->setShadowDirLightTextureOffset(0.9);
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mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
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mSceneMgr->setShowDebugShadows(true);
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mShadowFar = split ? Settings::Manager::getInt("split shadow distance", "Shadows") : Settings::Manager::getInt("shadow distance", "Shadows");
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mSceneMgr->setShadowFarDistance(mShadowFar);
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mFadeStart = Settings::Manager::getFloat("fade start", "Shadows");
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ShadowCameraSetupPtr shadowCameraSetup;
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if (split)
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{
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mPSSMSetup = new PSSMShadowCameraSetup();
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mPSSMSetup->setSplitPadding(5);
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mPSSMSetup->calculateSplitPoints(3, mRendering->getCamera()->getNearClipDistance(), mShadowFar);
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const Real adjustFactors[3] = {64, 64, 64};
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for (int i=0; i < 3; ++i)
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{
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mPSSMSetup->setOptimalAdjustFactor(i, adjustFactors[i]);
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/*if (i==0)
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mSceneMgr->setShadowTextureConfig(i, texsize, texsize, Ogre::PF_FLOAT32_R);
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else if (i ==1)
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mSceneMgr->setShadowTextureConfig(i, texsize/2, texsize/2, Ogre::PF_FLOAT32_R);
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else if (i ==2)
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mSceneMgr->setShadowTextureConfig(i, texsize/4, texsize/4, Ogre::PF_FLOAT32_R);*/
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}
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|
||||
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
|
||||
}
|
||||
else
|
||||
{
|
||||
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
|
||||
lispsmSetup->setOptimalAdjustFactor(2);
|
||||
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
|
||||
//lispsmSetup->setUseAggressiveFocusRegion(false);
|
||||
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
|
||||
}
|
||||
mSceneMgr->setShadowCameraSetup(shadowCameraSetup);
|
||||
|
||||
// Set visibility mask for the shadow render textures
|
||||
int visibilityMask = RV_Actors * Settings::Manager::getBool("actor shadows", "Shadows")
|
||||
+ (RV_Statics + RV_StaticsSmall) * Settings::Manager::getBool("statics shadows", "Shadows")
|
||||
+ RV_Misc * Settings::Manager::getBool("misc shadows", "Shadows");
|
||||
|
||||
for (int i = 0; i < (split ? 3 : 1); ++i)
|
||||
{
|
||||
TexturePtr shadowTexture = mSceneMgr->getShadowTexture(i);
|
||||
Viewport* vp = shadowTexture->getBuffer()->getRenderTarget()->getViewport(0);
|
||||
vp->setVisibilityMask(visibilityMask);
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------------------------------------------------
|
||||
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
|
||||
// --------------------------------------------------------------------------------------------------------------------
|
||||
/*
|
||||
OverlayManager& mgr = OverlayManager::getSingleton();
|
||||
Overlay* overlay;
|
||||
|
||||
// destroy if already exists
|
||||
if (overlay = mgr.getByName("DebugOverlay"))
|
||||
mgr.destroy(overlay);
|
||||
|
||||
overlay = mgr.create("DebugOverlay");
|
||||
for (size_t i = 0; i < (split ? 3 : 1); ++i) {
|
||||
TexturePtr tex = mRendering->getScene()->getShadowTexture(i);
|
||||
|
||||
// Set up a debug panel to display the shadow
|
||||
|
||||
if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + StringConverter::toString(i)))
|
||||
MaterialManager::getSingleton().remove("Ogre/DebugTexture" + StringConverter::toString(i));
|
||||
MaterialPtr debugMat = MaterialManager::getSingleton().create(
|
||||
"Ogre/DebugTexture" + StringConverter::toString(i),
|
||||
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
||||
|
||||
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
|
||||
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
|
||||
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
|
||||
|
||||
OverlayContainer* debugPanel;
|
||||
|
||||
// destroy container if exists
|
||||
try
|
||||
{
|
||||
if (debugPanel =
|
||||
static_cast<OverlayContainer*>(
|
||||
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
|
||||
)))
|
||||
mgr.destroyOverlayElement(debugPanel);
|
||||
}
|
||||
catch (Ogre::Exception&) {}
|
||||
|
||||
debugPanel = (OverlayContainer*)
|
||||
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
|
||||
debugPanel->_setPosition(0.8, i*0.25);
|
||||
debugPanel->_setDimensions(0.2, 0.24);
|
||||
debugPanel->setMaterialName(debugMat->getName());
|
||||
debugPanel->show();
|
||||
overlay->add2D(debugPanel);
|
||||
overlay->show();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
PSSMShadowCameraSetup* Shadows::getPSSMSetup()
|
||||
{
|
||||
return mPSSMSetup;
|
||||
}
|
||||
|
||||
float Shadows::getShadowFar() const
|
||||
{
|
||||
return mShadowFar;
|
||||
}
|
||||
|
||||
float Shadows::getFadeStart() const
|
||||
{
|
||||
return mFadeStart;
|
||||
}
|
@ -0,0 +1,39 @@
|
||||
#ifndef GAME_SHADOWS_H
|
||||
#define GAME_SHADOWS_H
|
||||
|
||||
// forward declares
|
||||
namespace Ogre
|
||||
{
|
||||
class SceneManager;
|
||||
class PSSMShadowCameraSetup;
|
||||
}
|
||||
namespace OEngine{
|
||||
namespace Render{
|
||||
class OgreRenderer;
|
||||
}
|
||||
}
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class Shadows
|
||||
{
|
||||
public:
|
||||
Shadows(OEngine::Render::OgreRenderer* rend);
|
||||
|
||||
void recreate();
|
||||
|
||||
Ogre::PSSMShadowCameraSetup* getPSSMSetup();
|
||||
float getShadowFar() const;
|
||||
float getFadeStart() const;
|
||||
|
||||
protected:
|
||||
OEngine::Render::OgreRenderer* mRendering;
|
||||
Ogre::SceneManager* mSceneMgr;
|
||||
|
||||
Ogre::PSSMShadowCameraSetup* mPSSMSetup;
|
||||
float mShadowFar;
|
||||
float mFadeStart;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,51 @@
|
||||
void main_vp(
|
||||
float4 position : POSITION,
|
||||
float2 uv : TEXCOORD0,
|
||||
|
||||
out float4 oPosition : POSITION,
|
||||
out float2 oDepth : TEXCOORD0,
|
||||
out float2 oUv : TEXCOORD1,
|
||||
|
||||
uniform float4x4 wvpMat)
|
||||
{
|
||||
// this is the view space position
|
||||
oPosition = mul(wvpMat, position);
|
||||
|
||||
// depth info for the fragment.
|
||||
oDepth.x = oPosition.z;
|
||||
oDepth.y = oPosition.w;
|
||||
|
||||
// clamp z to zero. seem to do the trick. :-/
|
||||
oPosition.z = max(oPosition.z, 0);
|
||||
|
||||
oUv = uv;
|
||||
}
|
||||
|
||||
void main_fp(
|
||||
float2 depth : TEXCOORD0,
|
||||
float2 uv : TEXCOORD1,
|
||||
uniform sampler2D texture1 : register(s0),
|
||||
|
||||
out float4 oColour : COLOR)
|
||||
{
|
||||
float finalDepth = depth.x / depth.y;
|
||||
|
||||
// use alpha channel of the first texture
|
||||
float alpha = tex2D(texture1, uv).a;
|
||||
|
||||
// discard if alpha is less than 0.5
|
||||
clip((alpha >= 0.5) ? 1 : -1);
|
||||
|
||||
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
|
||||
}
|
||||
|
||||
void main_fp_noalpha(
|
||||
float2 depth : TEXCOORD0,
|
||||
float2 uv : TEXCOORD1,
|
||||
|
||||
out float4 oColour : COLOR)
|
||||
{
|
||||
float finalDepth = depth.x / depth.y;
|
||||
|
||||
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
|
||||
}
|
@ -0,0 +1,67 @@
|
||||
vertex_program depth_shadow_caster_vs cg
|
||||
{
|
||||
source depthshadowcaster.cg
|
||||
profiles vs_1_1 arbvp1
|
||||
entry_point main_vp
|
||||
|
||||
default_params
|
||||
{
|
||||
param_named_auto wvpMat worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
fragment_program depth_shadow_caster_ps cg
|
||||
{
|
||||
source depthshadowcaster.cg
|
||||
profiles ps_2_0 arbfp1
|
||||
entry_point main_fp
|
||||
|
||||
default_params
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
fragment_program depth_shadow_caster_ps_noalpha cg
|
||||
{
|
||||
source depthshadowcaster.cg
|
||||
profiles ps_2_0 arbfp1
|
||||
entry_point main_fp_noalpha
|
||||
|
||||
default_params
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
material depth_shadow_caster
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_program_ref depth_shadow_caster_vs
|
||||
{
|
||||
}
|
||||
|
||||
fragment_program_ref depth_shadow_caster_ps
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material depth_shadow_caster_noalpha
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_program_ref depth_shadow_caster_vs
|
||||
{
|
||||
}
|
||||
|
||||
fragment_program_ref depth_shadow_caster_ps_noalpha
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue