Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.

pull/541/head
AnyOldName3 6 years ago
parent 244bd289cb
commit 2d5da1a6fa

@ -1315,6 +1315,29 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
if (!orthographicViewFrustum && settings->getShadowMapProjectionHint()==ShadowSettings::PERSPECTIVE_SHADOW_MAP)
{
{
osg::Matrix validRegionMatrix = cv.getCurrentCamera()->getInverseViewMatrix() * camera->getViewMatrix() * camera->getProjectionMatrix();
std::string validRegionUniformName = "validRegionMatrix" + std::to_string(sm_i);
osg::ref_ptr<osg::Uniform> validRegionUniform;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_accessUniformsAndProgramMutex);
for (auto uniform : _uniforms)
{
if (uniform->getName() == validRegionUniformName)
validRegionUniform = uniform;
}
if (!validRegionUniform)
{
validRegionUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, validRegionUniformName);
_uniforms.push_back(validRegionUniform);
}
validRegionUniform->set(validRegionMatrix);
}
if (settings->getMultipleShadowMapHint() == ShadowSettings::CASCADED)
adjustPerspectiveShadowMapCameraSettings(vdsmCallback->getRenderStage(), frustum, pl, camera.get(), cascaseNear, cascadeFar);
else

@ -119,6 +119,12 @@ namespace SceneUtil
else
definesWithShadows["useShadowDebugOverlay"] = "0";
// switch this to reading settings if it's ever exposed to the user
if (mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP)
definesWithShadows["perspectiveShadowMaps"] = "1";
else
definesWithShadows["perspectiveShadowMaps"] = "0";
return definesWithShadows;
}
@ -132,6 +138,8 @@ namespace SceneUtil
definesWithShadows["useShadowDebugOverlay"] = "0";
definesWithShadows["perspectiveShadowMaps"] = "0";
return definesWithShadows;
}
void ShadowManager::enableIndoorMode()

@ -4,6 +4,10 @@
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
#if @perspectiveShadowMaps
varying vec4 shadowRegionCoords@shadow_texture_unit_index;
#endif
@endforeach
#endif // SHADOWS
@ -17,13 +21,18 @@ float unshadowedLightRatio()
if (!doneShadows)
{
vec3 shadowXYZ = shadowSpaceCoords@shadow_texture_unit_index.xyz / shadowSpaceCoords@shadow_texture_unit_index.w;
vec2 shadowXY = shadowXYZ.xy;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
#if @perspectiveShadowMaps
vec3 shadowRegionXYZ = shadowRegionCoords@shadow_texture_unit_index.xyz / shadowRegionCoords@shadow_texture_unit_index.w;
#endif
if (all(lessThan(shadowXYZ.xy, vec2(1.0, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.0, 0.0))))
{
shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
if (all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ, vec3(0.05, 0.05, 0.0))))
doneShadows = true;
doneShadows = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.05, 0.05)));
#if @perspectiveShadowMaps
doneShadows = doneShadows && all(lessThan(shadowRegionXYZ, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
#endif
}
}
@endforeach
@ -44,8 +53,11 @@ void applyShadowDebugOverlay()
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneOverlay)
{
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
vec3 shadowXYZ = shadowSpaceCoords@shadow_texture_unit_index.xyz / shadowSpaceCoords@shadow_texture_unit_index.w;
#if @perspectiveShadowMaps
vec3 shadowRegionXYZ = shadowRegionCoords@shadow_texture_unit_index.xyz / shadowRegionCoords@shadow_texture_unit_index.w;
#endif
if (all(lessThan(shadowXYZ.xy, vec2(1.0, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.0, 0.0))))
{
colourIndex = mod(@shadow_texture_unit_index.0, 3.0);
if (colourIndex < 1.0)
@ -55,8 +67,10 @@ void applyShadowDebugOverlay()
else
gl_FragData[0].z += 0.1;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneOverlay = true;
doneOverlay = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.05, 0.05)));
#if @perspectiveShadowMaps
doneOverlay = doneOverlay && all(lessThan(shadowRegionXYZ.xyz, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
#endif
}
}
@endforeach

@ -4,6 +4,11 @@
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
#if @perspectiveShadowMaps
uniform mat4 validRegionMatrix@shadow_texture_unit_index;
varying vec4 shadowRegionCoords@shadow_texture_unit_index;
#endif
@endforeach
#endif // SHADOWS
@ -15,6 +20,10 @@ void setupShadowCoords(vec4 viewPos)
@foreach shadow_texture_unit_index @shadow_texture_unit_list
eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]);
shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat;
#if @perspectiveShadowMaps
shadowRegionCoords@shadow_texture_unit_index = validRegionMatrix@shadow_texture_unit_index * viewPos;
#endif
@endforeach
#endif // SHADOWS
}
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