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https://github.com/OpenMW/openmw.git
synced 2025-01-22 19:53:54 +00:00
Merge from base branch
This commit is contained in:
commit
09b02c307a
9 changed files with 65 additions and 34 deletions
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@ -212,11 +212,11 @@ namespace MWRender
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//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
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settings->setBaseShadowTextureUnit(MWShadow::baseShadowTextureUnit);
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//settings->setMinimumShadowMapNearFarRatio(0);
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//settings->setNumShadowMapsPerLight(1);
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settings->setNumShadowMapsPerLight(MWShadow::numberOfShadowMapsPerLight);
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//settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP);
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//settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT); // ignored
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//settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
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//settings->setDebugDraw(true);
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//settings->setDebugDraw(true); // don't turn this on because it makes everything break
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//settings->setPerspectiveShadowMapCutOffAngle(0);
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//settings->setShaderHint(osgShadow::ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER);
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@ -51,25 +51,31 @@ namespace MWRender
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"} \n";
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MWShadow::MWShadow() : debugCamera(new osg::Camera), debugProgram(new osg::Program), debugTextureUnit(0)
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MWShadow::MWShadow() : debugProgram(new osg::Program), debugTextureUnit(0)
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{
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debugCamera->setViewport(0, 0, 200, 200);
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debugCamera->setRenderOrder(osg::Camera::POST_RENDER);
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debugCamera->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, debugVertexShaderSource);
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debugProgram->addShader(vertexShader);
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osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFragmentShaderSource);
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debugProgram->addShader(fragmentShader);
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debugGeometry = osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0));
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debugGeometry->setCullingActive(false);
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debugCamera->addChild(debugGeometry);
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
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stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", debugTextureUnit);
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//textureUniform->setType(osg::Uniform::SAMPLER_2D);
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stateSet->addUniform(textureUniform.get());
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for (int i = 0; i < numberOfShadowMapsPerLight; ++i)
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{
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std::cout << i << std::endl;
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debugCameras.push_back(new osg::Camera);
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debugCameras[i]->setViewport(200 * i, 0, 200, 200);
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debugCameras[i]->setRenderOrder(osg::Camera::POST_RENDER);
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debugCameras[i]->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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debugGeometry.push_back(osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0)));
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debugGeometry[i]->setCullingActive(false);
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debugCameras[i]->addChild(debugGeometry[i]);
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry[i]->getOrCreateStateSet();
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stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", debugTextureUnit);
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//textureUniform->setType(osg::Uniform::SAMPLER_2D);
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stateSet->addUniform(textureUniform.get());
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}
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}
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class VDSMCameraCullCallback : public osg::NodeCallback
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@ -552,16 +558,16 @@ namespace MWRender
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previous_sdl.erase(previous_sdl.begin());
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}
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if (true)
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if (debugHud)
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{
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osg::ref_ptr<osg::Texture2D> texture = sd->_texture;
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry[sm_i]->getOrCreateStateSet();
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stateSet->setTextureAttributeAndModes(debugTextureUnit, texture, osg::StateAttribute::ON);
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unsigned int traversalMask = cv.getTraversalMask();
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cv.setTraversalMask(debugGeometry->getNodeMask());
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cv.setTraversalMask(debugGeometry[sm_i]->getNodeMask());
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cv.pushStateSet(stateSet);
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debugCamera->accept(cv);
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debugCameras[sm_i]->accept(cv);
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cv.popStateSet();
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cv.setTraversalMask(traversalMask);
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@ -8,19 +8,22 @@ namespace MWRender
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class MWShadow : public osgShadow::ViewDependentShadowMap
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{
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public:
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static const int numberOfShadowMapsPerLight = 2;
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static const bool debugHud = true;
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MWShadow();
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const static int baseShadowTextureUnit = 7;
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const static int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight;
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virtual void cull(osgUtil::CullVisitor& cv);
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protected:
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const int debugTextureUnit;
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osg::ref_ptr<osg::Camera> debugCamera;
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std::vector<osg::ref_ptr<osg::Camera>> debugCameras;
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osg::ref_ptr<osg::Program> debugProgram;
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osg::ref_ptr<osg::Node> debugGeometry;
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std::vector<osg::ref_ptr<osg::Node>> debugGeometry;
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};
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}
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@ -56,7 +56,9 @@ varying vec3 passViewPos;
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varying vec3 passNormal;
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uniform sampler2DShadow shadowTexture0;
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varying vec4 shadowSpaceCoords;
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uniform sampler2DShadow shadowTexture1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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#include "lighting.glsl"
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#include "parallax.glsl"
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@ -116,7 +118,8 @@ void main()
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
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#endif
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float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords).r;
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float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r;
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shadowing *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r;
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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@ -47,7 +47,9 @@ varying vec3 passViewPos;
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varying vec3 passNormal;
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uniform int shadowTextureUnit0;
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varying vec4 shadowSpaceCoords;
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uniform int shadowTextureUnit1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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#include "lighting.glsl"
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@ -106,5 +108,7 @@ void main(void)
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// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
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mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
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shadowSpaceCoords = viewPos * eyePlaneMat;
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shadowSpaceCoords0 = viewPos * eyePlaneMat;
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eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]);
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shadowSpaceCoords1 = viewPos * eyePlaneMat;
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}
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@ -26,7 +26,9 @@ varying vec3 passViewPos;
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varying vec3 passNormal;
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uniform sampler2DShadow shadowTexture0;
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varying vec4 shadowSpaceCoords;
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uniform sampler2DShadow shadowTexture1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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#include "lighting.glsl"
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#include "parallax.glsl"
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@ -68,7 +70,8 @@ void main()
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gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
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#endif
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float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords).r;
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float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r;
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shadowing *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r;
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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@ -15,7 +15,9 @@ varying vec3 passViewPos;
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varying vec3 passNormal;
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uniform int shadowTextureUnit0;
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varying vec4 shadowSpaceCoords;
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uniform int shadowTextureUnit1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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#include "lighting.glsl"
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@ -40,5 +42,7 @@ void main(void)
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// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
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mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
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shadowSpaceCoords = viewPos * eyePlaneMat;
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shadowSpaceCoords0 = viewPos * eyePlaneMat;
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eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]);
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shadowSpaceCoords1 = viewPos * eyePlaneMat;
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}
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@ -143,7 +143,9 @@ uniform vec3 nodePosition;
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uniform float rainIntensity;
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uniform sampler2DShadow shadowTexture0;
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varying vec4 shadowSpaceCoords;
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uniform sampler2DShadow shadowTexture1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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float frustumDepth;
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@ -161,7 +163,8 @@ void main(void)
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vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
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UV.y *= -1.0;
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float shadow = shadow2DProj(shadowTexture0, shadowSpaceCoords).r;
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float shadow = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r;
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shadow *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r;
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vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1.0-screenCoords.y);
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@ -5,7 +5,9 @@ varying vec4 position;
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varying float depthPassthrough;
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uniform int shadowTextureUnit0;
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varying vec4 shadowSpaceCoords;
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uniform int shadowTextureUnit1;
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varying vec4 shadowSpaceCoords0;
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varying vec4 shadowSpaceCoords1;
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void main(void)
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{
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@ -23,7 +25,10 @@ void main(void)
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depthPassthrough = gl_Position.z;
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vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
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// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
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mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]);
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shadowSpaceCoords = (gl_ModelViewMatrix * gl_Vertex) * eyePlaneMat;
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shadowSpaceCoords0 = viewPos * eyePlaneMat;
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eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]);
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shadowSpaceCoords1 = viewPos * eyePlaneMat;
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}
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