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openmw-tes3mp/apps/openmw/mwvr/vrshadow.cpp
Mads Buvik Sandvei e0b51af395 Sharing shadow maps across eyes.
Does not yet expand frustum.
2020-07-20 13:03:48 +00:00

111 lines
4.6 KiB
C++

#include "vrenvironment.hpp"
#include "vrsession.hpp"
#include "vrshadow.hpp"
#include "../mwrender/vismask.hpp"
#include <components/sceneutil/mwshadowtechnique.hpp>
#include <cassert>
namespace MWVR
{
VrShadow::VrShadow(osgViewer::Viewer* viewer, int renderOrder)
: mViewer(viewer)
, mRenderOrder(renderOrder)
, mShadowMapCamera(nullptr)
, mUpdateCallback(new UpdateShadowMapSlaveCallback)
, mMasterConfig(new SharedShadowMapConfig)
, mSlaveConfig(new SharedShadowMapConfig)
{
mMasterConfig->_id = "VR";
mMasterConfig->_master = true;
mSlaveConfig->_id = "VR";
mSlaveConfig->_master = false;
}
void VrShadow::configureShadowsForCamera(osg::Camera* camera)
{
camera->setUserData(mSlaveConfig);
if (camera->getRenderOrderNum() < mRenderOrder)
camera->setRenderOrder(camera->getRenderOrder(), mRenderOrder + 1);
}
void VrShadow::configureShadows(bool enabled)
{
if (enabled)
{
if (!mShadowMapCamera)
{
mShadowMapCamera = new osg::Camera();
mShadowMapCamera->setName("ShadowMap");
mShadowMapCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mShadowMapCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
mShadowMapCamera->setRenderOrder(osg::Camera::PRE_RENDER, mRenderOrder);
mShadowMapCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
mShadowMapCamera->setAllowEventFocus(false);
mShadowMapCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mShadowMapCamera->setViewport(0, 0, 640, 360);
mShadowMapCamera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
mShadowMapCamera->setCullMask(0);
mShadowMapCamera->setUserData(mMasterConfig);
mViewer->addSlave(mShadowMapCamera, true);
auto* slave = mViewer->findSlaveForCamera(mShadowMapCamera);
assert(slave);
slave->_updateSlaveCallback = mUpdateCallback;
}
}
else
{
if (mShadowMapCamera)
{
mViewer->removeSlave(mViewer->findSlaveIndexForCamera(mShadowMapCamera));
mShadowMapCamera = nullptr;
}
}
}
void UpdateShadowMapSlaveCallback::updateSlave(osg::View& view, osg::View::Slave& slave)
{
auto* camera = slave._camera.get();
auto* session = Environment::get().getSession();
auto viewMatrix = view.getCamera()->getViewMatrix();
auto& poses = session->predictedPoses(VRSession::FramePhase::Update);
auto& leftView = poses.view[(int)Side::LEFT_SIDE];
auto& rightView = poses.view[(int)Side::RIGHT_SIDE];
osg::Vec3d leftEye = leftView.pose.position;
osg::Vec3d rightEye = rightView.pose.position;
// The shadow map will be computed from a position P slightly behind the eyes L and R
// where it creates the minimum frustum encompassing both eyes' frustums.
// Compute Frustum angles. A simple min/max.
FieldOfView fov;
fov.angleLeft = std::min(leftView.fov.angleLeft, rightView.fov.angleLeft);
fov.angleRight = std::max(leftView.fov.angleRight, rightView.fov.angleRight);
fov.angleDown = std::min(leftView.fov.angleDown, rightView.fov.angleDown);
fov.angleUp = std::max(leftView.fov.angleUp, rightView.fov.angleUp);
// Use the law of sines on the triangle spanning PLR to determine P
double angleLeft = std::abs(fov.angleLeft);
double angleRight = std::abs(fov.angleRight);
double lengthRL = (rightEye - leftEye).length();
double ratioRL = lengthRL / std::sin(osg::PI - angleLeft - angleRight);
double lengthLP = ratioRL * std::sin(angleRight);
osg::Vec3d directionLP = osg::Vec3(std::cos(-angleLeft), std::sin(-angleLeft), 0);
osg::Vec3d P = leftEye + directionLP * lengthLP;
// Generate the matrices
float near_ = Settings::Manager::getFloat("near clip", "Camera");
float far_ = Settings::Manager::getFloat("viewing distance", "Camera");
auto modifiedViewMatrix = viewMatrix * session->viewMatrix(P, osg::Quat(0, 0, 0, 1));
auto projectionMatrix = fov.perspectiveMatrix(near_, far_);
camera->setViewMatrix(modifiedViewMatrix);
camera->setProjectionMatrix(projectionMatrix);
slave.updateSlaveImplementation(view);
}
}