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openmw/components/sceneutil/shadow.cpp

181 lines
8.2 KiB
C++

#include "shadow.hpp"
#include <osgShadow/ShadowedScene>
#include <components/misc/stringops.hpp>
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#include <components/settings/settings.hpp>
namespace SceneUtil
{
using namespace osgShadow;
void ShadowManager::setupShadowSettings()
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{
mEnableShadows = Settings::Manager::getBool("enable shadows", "Shadows");
if (!mEnableShadows)
{
mShadowTechnique->disableShadows();
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return;
}
mShadowTechnique->enableShadows();
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mShadowSettings->setLightNum(0);
mShadowSettings->setReceivesShadowTraversalMask(~0u);
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int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
numberOfShadowMapsPerLight = std::max(1, std::min(numberOfShadowMapsPerLight, 8));
mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
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const float maximumShadowMapDistance = Settings::Manager::getFloat("maximum shadow map distance", "Shadows");
if (maximumShadowMapDistance > 0)
{
const float shadowFadeStart = std::min(std::max(0.f, Settings::Manager::getFloat("shadow fade start", "Shadows")), 1.f);
mShadowSettings->setMaximumShadowMapDistance(maximumShadowMapDistance);
mShadowTechnique->setShadowFadeStart(maximumShadowMapDistance * shadowFadeStart);
}
mShadowSettings->setMinimumShadowMapNearFarRatio(Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
std::string computeSceneBounds = Settings::Manager::getString("compute scene bounds", "Shadows");
if (Misc::StringUtils::lowerCase(computeSceneBounds) == "primitives")
mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
else if (Misc::StringUtils::lowerCase(computeSceneBounds) == "bounds")
mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
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int mapres = Settings::Manager::getInt("shadow map resolution", "Shadows");
mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
mShadowTechnique->setSplitPointUniformLogarithmicRatio(Settings::Manager::getFloat("split point uniform logarithmic ratio", "Shadows"));
mShadowTechnique->setSplitPointDeltaBias(Settings::Manager::getFloat("split point bias", "Shadows"));
mShadowTechnique->setPolygonOffset(Settings::Manager::getFloat("polygon offset factor", "Shadows"), Settings::Manager::getFloat("polygon offset units", "Shadows"));
if (Settings::Manager::getBool("use front face culling", "Shadows"))
mShadowTechnique->enableFrontFaceCulling();
else
mShadowTechnique->disableFrontFaceCulling();
if (Settings::Manager::getBool("allow shadow map overlap", "Shadows"))
mShadowSettings->setMultipleShadowMapHint(osgShadow::ShadowSettings::CASCADED);
else
mShadowSettings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT);
if (Settings::Manager::getBool("enable debug hud", "Shadows"))
mShadowTechnique->enableDebugHUD();
else
mShadowTechnique->disableDebugHUD();
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}
void ShadowManager::disableShadowsForStateSet(osg::ref_ptr<osg::StateSet> stateset)
{
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int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
numberOfShadowMapsPerLight = std::max(1, std::min(numberOfShadowMapsPerLight, 8));
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int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight;
osg::ref_ptr<osg::Image> fakeShadowMapImage = new osg::Image();
fakeShadowMapImage->allocateImage(1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
*(float*)fakeShadowMapImage->data() = std::numeric_limits<float>::infinity();
osg::ref_ptr<osg::Texture> fakeShadowMapTexture = new osg::Texture2D(fakeShadowMapImage);
fakeShadowMapTexture->setShadowComparison(true);
fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
for (int i = baseShadowTextureUnit; i < baseShadowTextureUnit + numberOfShadowMapsPerLight; ++i)
{
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stateset->setTextureAttributeAndModes(i, fakeShadowMapTexture, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
stateset->addUniform(new osg::Uniform(("shadowTexture" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
stateset->addUniform(new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
}
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}
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager) : mShadowedScene(new osgShadow::ShadowedScene),
mShadowTechnique(new MWShadowTechnique),
mOutdoorShadowCastingMask(outdoorShadowCastingMask),
mIndoorShadowCastingMask(indoorShadowCastingMask)
{
mShadowedScene->setShadowTechnique(mShadowTechnique);
mShadowedScene->addChild(sceneRoot);
rootNode->addChild(mShadowedScene);
mShadowedScene->setNodeMask(sceneRoot->getNodeMask());
mShadowSettings = mShadowedScene->getShadowSettings();
setupShadowSettings();
mShadowTechnique->setupCastingShader(shaderManager);
enableOutdoorMode();
}
Shader::ShaderManager::DefineMap ShadowManager::getShadowDefines()
{
if (!mEnableShadows)
return getShadowsDisabledDefines();
Shader::ShaderManager::DefineMap definesWithShadows;
definesWithShadows["shadows_enabled"] = "1";
for (unsigned int i = 0; i < mShadowSettings->getNumShadowMapsPerLight(); ++i)
definesWithShadows["shadow_texture_unit_list"] += std::to_string(i) + ",";
// remove extra comma
definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
definesWithShadows["shadowMapsOverlap"] = Settings::Manager::getBool("allow shadow map overlap", "Shadows") ? "1" : "0";
definesWithShadows["useShadowDebugOverlay"] = Settings::Manager::getBool("enable debug overlay", "Shadows") ? "1" : "0";
// switch this to reading settings if it's ever exposed to the user
definesWithShadows["perspectiveShadowMaps"] = mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
definesWithShadows["disableNormalOffsetShadows"] = Settings::Manager::getFloat("normal offset distance", "Shadows") == 0.0 ? "1" : "0";
definesWithShadows["shadowNormalOffset"] = std::to_string(Settings::Manager::getFloat("normal offset distance", "Shadows"));
definesWithShadows["limitShadowMapDistance"] = Settings::Manager::getFloat("maximum shadow map distance", "Shadows") > 0 ? "1" : "0";
return definesWithShadows;
}
Shader::ShaderManager::DefineMap ShadowManager::getShadowsDisabledDefines()
{
Shader::ShaderManager::DefineMap definesWithoutShadows;
definesWithoutShadows["shadows_enabled"] = "0";
definesWithoutShadows["shadow_texture_unit_list"] = "";
definesWithoutShadows["shadowMapsOverlap"] = "0";
definesWithoutShadows["useShadowDebugOverlay"] = "0";
definesWithoutShadows["perspectiveShadowMaps"] = "0";
definesWithoutShadows["disableNormalOffsetShadows"] = "0";
definesWithoutShadows["shadowNormalOffset"] = "0.0";
definesWithoutShadows["limitShadowMapDistance"] = "0";
return definesWithoutShadows;
}
void ShadowManager::enableIndoorMode()
{
if (Settings::Manager::getBool("enable indoor shadows", "Shadows"))
mShadowSettings->setCastsShadowTraversalMask(mIndoorShadowCastingMask);
else
mShadowTechnique->disableShadows();
}
void ShadowManager::enableOutdoorMode()
{
if (mEnableShadows)
mShadowTechnique->enableShadows();
mShadowSettings->setCastsShadowTraversalMask(mOutdoorShadowCastingMask);
}
}