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Move CLSB changes to new shadow technique

This commit is contained in:
AnyOldName3 2018-02-26 14:58:12 +00:00
parent 06b2ce6646
commit 4c31b38f77
2 changed files with 137 additions and 109 deletions

View file

@ -293,122 +293,123 @@ void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
}
}
class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
MWShadowTechnique::ComputeLightSpaceBounds::ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix) :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
{
public:
ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix):
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
{
setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
pushViewport(viewport);
pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
pushModelViewMatrix(new osg::RefMatrix(viewMatrix),osg::Transform::ABSOLUTE_RF);
pushViewport(viewport);
pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
pushModelViewMatrix(new osg::RefMatrix(viewMatrix), osg::Transform::ABSOLUTE_RF);
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Node& node)
{
if (isCulled(node)) return;
// push the culling mode.
pushCurrentMask();
traverse(node);
// pop the culling mode.
popCurrentMask();
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Drawable& drawable)
{
if (isCulled(drawable)) return;
// push the culling mode.
pushCurrentMask();
updateBound(drawable.getBoundingBox());
// pop the culling mode.
popCurrentMask();
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(Terrain::QuadTreeWorld & quadTreeWorld)
{
// For now, just expand the bounds fully as terrain will fill them up and possible ways to detect which terrain definitely won't cast shadows aren't implemented.
update(osg::Vec3(-1.0, -1.0, 0.0));
update(osg::Vec3(1.0, 1.0, 0.0));
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Billboard&)
{
OSG_INFO << "Warning Billboards not yet supported" << std::endl;
return;
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Projection&)
{
// projection nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Transform& transform)
{
if (isCulled(transform)) return;
// push the culling mode.
pushCurrentMask();
// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
if (transform.getReferenceFrame() == osg::Transform::RELATIVE_RF)
{
osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
transform.computeLocalToWorldMatrix(*matrix, this);
pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
traverse(transform);
popModelViewMatrix();
}
void apply(osg::Node& node)
// pop the culling mode.
popCurrentMask();
}
void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Camera&)
{
// camera nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void MWShadowTechnique::ComputeLightSpaceBounds::updateBound(const osg::BoundingBox& bb)
{
if (!bb.valid()) return;
const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
update(bb.corner(0) * matrix);
update(bb.corner(1) * matrix);
update(bb.corner(2) * matrix);
update(bb.corner(3) * matrix);
update(bb.corner(4) * matrix);
update(bb.corner(5) * matrix);
update(bb.corner(6) * matrix);
update(bb.corner(7) * matrix);
}
void MWShadowTechnique::ComputeLightSpaceBounds::update(const osg::Vec3& v)
{
if (v.z()<-1.0f)
{
if (isCulled(node)) return;
// push the culling mode.
pushCurrentMask();
traverse(node);
// pop the culling mode.
popCurrentMask();
}
void apply(osg::Drawable& drawable)
{
if (isCulled(drawable)) return;
// push the culling mode.
pushCurrentMask();
updateBound(drawable.getBoundingBox());
// pop the culling mode.
popCurrentMask();
}
void apply(osg::Billboard&)
{
OSG_INFO<<"Warning Billboards not yet supported"<<std::endl;
//OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
return;
}
void apply(osg::Projection&)
{
// projection nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void apply(osg::Transform& transform)
{
if (isCulled(transform)) return;
// push the culling mode.
pushCurrentMask();
// absolute transforms won't affect a shadow map so their subgraphs should be ignored.
if (transform.getReferenceFrame()==osg::Transform::RELATIVE_RF)
{
osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
transform.computeLocalToWorldMatrix(*matrix,this);
pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
traverse(transform);
popModelViewMatrix();
}
// pop the culling mode.
popCurrentMask();
}
void apply(osg::Camera&)
{
// camera nodes won't affect a shadow map so their subgraphs should be ignored
return;
}
void updateBound(const osg::BoundingBox& bb)
{
if (!bb.valid()) return;
const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
update(bb.corner(0) * matrix);
update(bb.corner(1) * matrix);
update(bb.corner(2) * matrix);
update(bb.corner(3) * matrix);
update(bb.corner(4) * matrix);
update(bb.corner(5) * matrix);
update(bb.corner(6) * matrix);
update(bb.corner(7) * matrix);
}
void update(const osg::Vec3& v)
{
if (v.z()<-1.0f)
{
//OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
return;
}
float x = v.x();
if (x<-1.0f) x=-1.0f;
if (x>1.0f) x=1.0f;
float y = v.y();
if (y<-1.0f) y=-1.0f;
if (y>1.0f) y=1.0f;
_bb.expandBy(osg::Vec3(x,y,v.z()));
}
osg::BoundingBox _bb;
};
float x = v.x();
if (x<-1.0f) x = -1.0f;
if (x>1.0f) x = 1.0f;
float y = v.y();
if (y<-1.0f) y = -1.0f;
if (y>1.0f) y = 1.0f;
_bb.expandBy(osg::Vec3(x, y, v.z()));
}
///////////////////////////////////////////////////////////////////////////////////////////////
//

View file

@ -27,6 +27,8 @@
#include <osgShadow/ShadowTechnique>
#include <components/terrain/quadtreeworld.hpp>
namespace SceneUtil {
/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
@ -59,6 +61,31 @@ namespace SceneUtil {
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
{
public:
ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
void apply(osg::Node& node);
void apply(osg::Drawable& drawable);
void apply(Terrain::QuadTreeWorld& quadTreeWorld);
void apply(osg::Billboard&);
void apply(osg::Projection&);
void apply(osg::Transform& transform);
void apply(osg::Camera&);
void updateBound(const osg::BoundingBox& bb);
void update(const osg::Vec3& v);
osg::BoundingBox _bb;
};
struct OSGSHADOW_EXPORT Frustum
{