diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index bdabdaeabb..176d179f47 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -212,11 +212,11 @@ namespace MWRender //settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP); settings->setBaseShadowTextureUnit(MWShadow::baseShadowTextureUnit); //settings->setMinimumShadowMapNearFarRatio(0); - //settings->setNumShadowMapsPerLight(1); + settings->setNumShadowMapsPerLight(MWShadow::numberOfShadowMapsPerLight); //settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP); //settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT); // ignored //settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES); - //settings->setDebugDraw(true); + //settings->setDebugDraw(true); // don't turn this on because it makes everything break //settings->setPerspectiveShadowMapCutOffAngle(0); //settings->setShaderHint(osgShadow::ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER); diff --git a/apps/openmw/mwrender/shadow.cpp b/apps/openmw/mwrender/shadow.cpp index 347952b4cb..40b2ff311b 100644 --- a/apps/openmw/mwrender/shadow.cpp +++ b/apps/openmw/mwrender/shadow.cpp @@ -51,25 +51,31 @@ namespace MWRender "} \n"; - MWShadow::MWShadow() : debugCamera(new osg::Camera), debugProgram(new osg::Program), debugTextureUnit(0) + MWShadow::MWShadow() : debugProgram(new osg::Program), debugTextureUnit(0) { - debugCamera->setViewport(0, 0, 200, 200); - debugCamera->setRenderOrder(osg::Camera::POST_RENDER); - debugCamera->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0)); - osg::ref_ptr vertexShader = new osg::Shader(osg::Shader::VERTEX, debugVertexShaderSource); debugProgram->addShader(vertexShader); osg::ref_ptr fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFragmentShaderSource); debugProgram->addShader(fragmentShader); - debugGeometry = osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0)); - debugGeometry->setCullingActive(false); - debugCamera->addChild(debugGeometry); - osg::ref_ptr stateSet = debugGeometry->getOrCreateStateSet(); - stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON); - osg::ref_ptr textureUniform = new osg::Uniform("texture", debugTextureUnit); - //textureUniform->setType(osg::Uniform::SAMPLER_2D); - stateSet->addUniform(textureUniform.get()); + for (int i = 0; i < numberOfShadowMapsPerLight; ++i) + { + std::cout << i << std::endl; + + debugCameras.push_back(new osg::Camera); + debugCameras[i]->setViewport(200 * i, 0, 200, 200); + debugCameras[i]->setRenderOrder(osg::Camera::POST_RENDER); + debugCameras[i]->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0)); + + debugGeometry.push_back(osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0))); + debugGeometry[i]->setCullingActive(false); + debugCameras[i]->addChild(debugGeometry[i]); + osg::ref_ptr stateSet = debugGeometry[i]->getOrCreateStateSet(); + stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON); + osg::ref_ptr textureUniform = new osg::Uniform("texture", debugTextureUnit); + //textureUniform->setType(osg::Uniform::SAMPLER_2D); + stateSet->addUniform(textureUniform.get()); + } } class VDSMCameraCullCallback : public osg::NodeCallback @@ -552,16 +558,16 @@ namespace MWRender previous_sdl.erase(previous_sdl.begin()); } - if (true) + if (debugHud) { osg::ref_ptr texture = sd->_texture; - osg::ref_ptr stateSet = debugGeometry->getOrCreateStateSet(); + osg::ref_ptr stateSet = debugGeometry[sm_i]->getOrCreateStateSet(); stateSet->setTextureAttributeAndModes(debugTextureUnit, texture, osg::StateAttribute::ON); unsigned int traversalMask = cv.getTraversalMask(); - cv.setTraversalMask(debugGeometry->getNodeMask()); + cv.setTraversalMask(debugGeometry[sm_i]->getNodeMask()); cv.pushStateSet(stateSet); - debugCamera->accept(cv); + debugCameras[sm_i]->accept(cv); cv.popStateSet(); cv.setTraversalMask(traversalMask); diff --git a/apps/openmw/mwrender/shadow.hpp b/apps/openmw/mwrender/shadow.hpp index 4e1725c7fe..3634c4e9d9 100644 --- a/apps/openmw/mwrender/shadow.hpp +++ b/apps/openmw/mwrender/shadow.hpp @@ -8,19 +8,22 @@ namespace MWRender class MWShadow : public osgShadow::ViewDependentShadowMap { public: + static const int numberOfShadowMapsPerLight = 2; + static const bool debugHud = true; + MWShadow(); - const static int baseShadowTextureUnit = 7; + const static int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight; virtual void cull(osgUtil::CullVisitor& cv); protected: const int debugTextureUnit; - osg::ref_ptr debugCamera; + std::vector> debugCameras; osg::ref_ptr debugProgram; - osg::ref_ptr debugGeometry; + std::vector> debugGeometry; }; } diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index 4dd282dc43..f6355aaa69 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -56,7 +56,9 @@ varying vec3 passViewPos; varying vec3 passNormal; uniform sampler2DShadow shadowTexture0; -varying vec4 shadowSpaceCoords; +uniform sampler2DShadow shadowTexture1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; #include "lighting.glsl" #include "parallax.glsl" @@ -116,7 +118,8 @@ void main() gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a); #endif - float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords).r; + float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r; + shadowing *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r; #if !PER_PIXEL_LIGHTING gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0); diff --git a/files/shaders/objects_vertex.glsl b/files/shaders/objects_vertex.glsl index 4046386dd6..b90a8722b8 100644 --- a/files/shaders/objects_vertex.glsl +++ b/files/shaders/objects_vertex.glsl @@ -47,7 +47,9 @@ varying vec3 passViewPos; varying vec3 passNormal; uniform int shadowTextureUnit0; -varying vec4 shadowSpaceCoords; +uniform int shadowTextureUnit1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; #include "lighting.glsl" @@ -106,5 +108,7 @@ void main(void) // 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. mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]); - shadowSpaceCoords = viewPos * eyePlaneMat; + shadowSpaceCoords0 = viewPos * eyePlaneMat; + eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]); + shadowSpaceCoords1 = viewPos * eyePlaneMat; } diff --git a/files/shaders/terrain_fragment.glsl b/files/shaders/terrain_fragment.glsl index e27dd384ea..e79adaafba 100644 --- a/files/shaders/terrain_fragment.glsl +++ b/files/shaders/terrain_fragment.glsl @@ -26,7 +26,9 @@ varying vec3 passViewPos; varying vec3 passNormal; uniform sampler2DShadow shadowTexture0; -varying vec4 shadowSpaceCoords; +uniform sampler2DShadow shadowTexture1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; #include "lighting.glsl" #include "parallax.glsl" @@ -68,7 +70,8 @@ void main() gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a; #endif - float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords).r; + float shadowing = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r; + shadowing *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r; #if !PER_PIXEL_LIGHTING gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0); diff --git a/files/shaders/terrain_vertex.glsl b/files/shaders/terrain_vertex.glsl index 17a9c436ea..015039252e 100644 --- a/files/shaders/terrain_vertex.glsl +++ b/files/shaders/terrain_vertex.glsl @@ -15,7 +15,9 @@ varying vec3 passViewPos; varying vec3 passNormal; uniform int shadowTextureUnit0; -varying vec4 shadowSpaceCoords; +uniform int shadowTextureUnit1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; #include "lighting.glsl" @@ -40,5 +42,7 @@ void main(void) // 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. mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]); - shadowSpaceCoords = viewPos * eyePlaneMat; + shadowSpaceCoords0 = viewPos * eyePlaneMat; + eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]); + shadowSpaceCoords1 = viewPos * eyePlaneMat; } diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index f04a9d8a87..3529b7347f 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -143,7 +143,9 @@ uniform vec3 nodePosition; uniform float rainIntensity; uniform sampler2DShadow shadowTexture0; -varying vec4 shadowSpaceCoords; +uniform sampler2DShadow shadowTexture1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; float frustumDepth; @@ -161,7 +163,8 @@ void main(void) vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0; UV.y *= -1.0; - float shadow = shadow2DProj(shadowTexture0, shadowSpaceCoords).r; + float shadow = shadow2DProj(shadowTexture0, shadowSpaceCoords0).r; + shadow *= shadow2DProj(shadowTexture1, shadowSpaceCoords1).r; vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z; screenCoords.y = (1.0-screenCoords.y); diff --git a/files/shaders/water_vertex.glsl b/files/shaders/water_vertex.glsl index 6aaa0537c9..0c280fb7e0 100644 --- a/files/shaders/water_vertex.glsl +++ b/files/shaders/water_vertex.glsl @@ -5,7 +5,9 @@ varying vec4 position; varying float depthPassthrough; uniform int shadowTextureUnit0; -varying vec4 shadowSpaceCoords; +uniform int shadowTextureUnit1; +varying vec4 shadowSpaceCoords0; +varying vec4 shadowSpaceCoords1; void main(void) { @@ -23,7 +25,10 @@ void main(void) depthPassthrough = gl_Position.z; + vec4 viewPos = gl_ModelViewMatrix * gl_Vertex; // 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. mat4 eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit0], gl_EyePlaneT[shadowTextureUnit0], gl_EyePlaneR[shadowTextureUnit0], gl_EyePlaneQ[shadowTextureUnit0]); - shadowSpaceCoords = (gl_ModelViewMatrix * gl_Vertex) * eyePlaneMat; + shadowSpaceCoords0 = viewPos * eyePlaneMat; + eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit1], gl_EyePlaneT[shadowTextureUnit1], gl_EyePlaneR[shadowTextureUnit1], gl_EyePlaneQ[shadowTextureUnit1]); + shadowSpaceCoords1 = viewPos * eyePlaneMat; }