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336 lines
13 KiB
C++
336 lines
13 KiB
C++
// clang-format off
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/* This file is based on OpenSceneGraph's include/osgShadow/ViewDependentShadowMap.
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* Where applicable, any changes made are covered by OpenMW's GPL 3 license, not the OSGPL.
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* The original copyright notice is listed below.
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*/
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H
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#define COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H 1
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#include <array>
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#include <mutex>
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#include <string>
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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#include <osg/PolygonOffset>
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#include <osgShadow/ShadowTechnique>
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#include <components/shader/shadermanager.hpp>
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namespace SceneUtil {
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/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
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class MWShadowTechnique : public osgShadow::ShadowTechnique
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{
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public:
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MWShadowTechnique();
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MWShadowTechnique(const MWShadowTechnique& vdsm, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(SceneUtil, MWShadowTechnique)
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/** initialize the ShadowedScene and local cached data structures.*/
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void init() override;
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/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
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void update(osg::NodeVisitor& nv) override;
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/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
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void cull(osgUtil::CullVisitor& cv) override;
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/** Resize any per context GLObject buffers to specified size. */
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void resizeGLObjectBuffers(unsigned int maxSize) override;
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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void releaseGLObjects(osg::State* = 0) const override;
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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void cleanSceneGraph() override;
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virtual void enableShadows();
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virtual void disableShadows(bool setDummyState = false);
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virtual void enableDebugHUD();
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virtual void disableDebugHUD();
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virtual void setSplitPointUniformLogarithmicRatio(double ratio);
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virtual void setSplitPointDeltaBias(double bias);
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virtual void setPolygonOffset(float factor, float units);
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virtual void setShadowFadeStart(float shadowFadeStart);
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virtual void enableFrontFaceCulling();
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virtual void disableFrontFaceCulling();
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virtual void setupCastingShader(Shader::ShaderManager &shaderManager);
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class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
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{
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public:
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ComputeLightSpaceBounds();
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void apply(osg::Node& node) override final;
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void apply(osg::Group& node) override;
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void apply(osg::Drawable& drawable) override final;
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void apply(osg::Geometry& drawable) override;
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void apply(osg::Billboard&) override;
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void apply(osg::Projection&) override;
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void apply(osg::Transform& transform) override final;
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void apply(osg::MatrixTransform& transform) override;
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void apply(osg::Camera&) override;
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void updateBound(const osg::BoundingBox& bb);
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void update(const osg::Vec3& v);
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void reset() override;
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osg::BoundingBox _bb;
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};
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struct Frustum
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{
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Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar);
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void setCustomClipSpace(const osg::BoundingBoxd& clipCornersOverride);
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void init();
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osg::Matrixd projectionMatrix;
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osg::Matrixd modelViewMatrix;
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bool useCustomClipSpace;
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osg::BoundingBoxd customClipSpace;
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typedef std::vector<osg::Vec3d> Vertices;
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Vertices corners;
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typedef std::vector<unsigned int> Indices;
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typedef std::vector<Indices> Faces;
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Faces faces;
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typedef std::vector<Indices> Edges;
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Edges edges;
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osg::Vec3d eye;
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osg::Vec3d centerNearPlane;
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osg::Vec3d centerFarPlane;
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osg::Vec3d center;
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osg::Vec3d frustumCenterLine;
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};
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/** Custom frustum callback allowing the application to request shadow maps covering a
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* different furstum than the camera normally would cover, by customizing the corners of the clip space. */
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struct CustomFrustumCallback : osg::Referenced
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{
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/** The callback operator.
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* Output the custum frustum to the boundingBox variable.
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* If sharedFrustumHint is set to a valid cull visitor, the shadow maps of that cull visitor will be re-used instead of recomputing new shadow maps
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* Note that the customClipSpace bounding box will be uninitialized when this operator is called. If it is not initalized, or a valid shared frustum hint set,
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* the resulting shadow map may be invalid. */
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virtual void operator()(osgUtil::CullVisitor& cv, osg::BoundingBoxd& customClipSpace, osgUtil::CullVisitor*& sharedFrustumHint) = 0;
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};
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// forward declare
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class ViewDependentData;
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struct LightData : public osg::Referenced
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{
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LightData(ViewDependentData* vdd);
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virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix);
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ViewDependentData* _viewDependentData;
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osg::ref_ptr<osg::RefMatrix> lightMatrix;
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osg::ref_ptr<const osg::Light> light;
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osg::Vec4d lightPos;
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osg::Vec3d lightPos3;
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osg::Vec3d lightDir;
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bool directionalLight;
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typedef std::vector<unsigned int> ActiveTextureUnits;
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ActiveTextureUnits textureUnits;
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};
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typedef std::list< osg::ref_ptr<LightData> > LightDataList;
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struct ShadowData : public osg::Referenced
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{
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ShadowData(ViewDependentData* vdd);
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virtual void releaseGLObjects(osg::State* = 0) const;
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ViewDependentData* _viewDependentData;
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::Camera> _camera;
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};
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typedef std::list< osg::ref_ptr<ShadowData> > ShadowDataList;
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class ViewDependentData : public osg::Referenced
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{
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public:
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ViewDependentData(MWShadowTechnique* vdsm);
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const MWShadowTechnique* getViewDependentShadowMap() const { return _viewDependentShadowMap; }
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LightDataList& getLightDataList() { return _lightDataList; }
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ShadowDataList& getShadowDataList() { return _shadowDataList; }
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osg::StateSet* getStateSet(unsigned int traversalNumber) { return _stateset[traversalNumber % 2].get(); }
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virtual void releaseGLObjects(osg::State* = 0) const;
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unsigned int numValidShadows(void) const { return _numValidShadows; }
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void setNumValidShadows(unsigned int numValidShadows) { _numValidShadows = numValidShadows; }
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protected:
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friend class MWShadowTechnique;
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virtual ~ViewDependentData() {}
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MWShadowTechnique* _viewDependentShadowMap;
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std::array<osg::ref_ptr<osg::StateSet>, 2> _stateset;
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LightDataList _lightDataList;
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ShadowDataList _shadowDataList;
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unsigned int _numValidShadows;
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};
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virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);
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ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);
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void copyShadowMap(osgUtil::CullVisitor& cv, ViewDependentData* lhs, ViewDependentData* rhs);
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void setCustomFrustumCallback(CustomFrustumCallback* cfc);
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virtual void createShaders();
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virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const;
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virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
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virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
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virtual bool cropShadowCameraToMainFrustum(Frustum& frustum, osg::Camera* camera, double viewNear, double viewFar, std::vector<osg::Plane>& planeList);
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virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera, double viewNear, double viewFar);
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virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const;
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virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
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virtual osg::StateSet* prepareStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const;
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void setWorldMask(unsigned int worldMask) { _worldMask = worldMask; }
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osg::ref_ptr<osg::StateSet> getOrCreateShadowsBinStateSet();
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protected:
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virtual ~MWShadowTechnique();
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osg::ref_ptr<ComputeLightSpaceBounds> _clsb;
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typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> > ViewDependentDataMap;
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mutable std::mutex _viewDependentDataMapMutex;
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ViewDependentDataMap _viewDependentDataMap;
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osg::ref_ptr<CustomFrustumCallback> _customFrustumCallback;
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osg::BoundingBoxd _customClipSpace;
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osg::ref_ptr<osg::StateSet> _shadowRecievingPlaceholderStateSet;
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osg::ref_ptr<osg::StateSet> _shadowCastingStateSet;
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osg::ref_ptr<osg::PolygonOffset> _polygonOffset;
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osg::ref_ptr<osg::Texture2D> _fallbackBaseTexture;
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osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
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typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
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std::array<Uniforms, 2> _uniforms;
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osg::ref_ptr<osg::Program> _program;
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bool _enableShadows;
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bool mSetDummyStateWhenDisabled;
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double _splitPointUniformLogRatio = 0.5;
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double _splitPointDeltaBias = 0.0;
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float _polygonOffsetFactor = 1.1;
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float _polygonOffsetUnits = 4.0;
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bool _useFrontFaceCulling = true;
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float _shadowFadeStart = 0.0;
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unsigned int _worldMask = ~0u;
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class DebugHUD final : public osg::Referenced
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{
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public:
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DebugHUD(int numberOfShadowMapsPerLight);
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void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv);
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void releaseGLObjects(osg::State* state = 0) const;
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void setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber);
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protected:
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void addAnotherShadowMap();
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static const int sDebugTextureUnit = 0;
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std::vector<osg::ref_ptr<osg::Camera>> mDebugCameras;
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osg::ref_ptr<osg::Program> mDebugProgram;
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std::vector<osg::ref_ptr<osg::Node>> mDebugGeometry;
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std::vector<osg::ref_ptr<osg::Group>> mFrustumTransforms;
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std::array<std::vector<osg::ref_ptr<osg::Uniform>>, 2> mFrustumUniforms;
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std::array<osg::ref_ptr<osg::Geometry>, 2> mFrustumGeometries;
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};
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osg::ref_ptr<DebugHUD> _debugHud;
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std::array<osg::ref_ptr<osg::Program>, GL_ALWAYS - GL_NEVER + 1> _castingPrograms;
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const std::string _shadowsBinName = "ShadowsBin_" + std::to_string(reinterpret_cast<std::uint64_t>(this));
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osg::ref_ptr<osgUtil::RenderBin> _shadowsBin;
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osg::ref_ptr<osg::StateSet> _shadowsBinStateSet;
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};
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}
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#endif
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// clang-format on
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