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			218 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "shadow.hpp"
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| 
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| #include <osgShadow/ShadowSettings>
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| #include <osgShadow/ShadowedScene>
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| 
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| #include <components/misc/strings/algorithm.hpp>
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| #include <components/settings/categories/shadows.hpp>
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| #include <components/stereo/stereomanager.hpp>
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| 
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| #include "mwshadowtechnique.hpp"
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| 
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| namespace SceneUtil
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| {
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|     using namespace osgShadow;
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| 
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|     ShadowManager* ShadowManager::sInstance = nullptr;
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| 
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|     const ShadowManager& ShadowManager::instance()
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|     {
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|         if (sInstance)
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|             return *sInstance;
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|         else
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|             throw std::logic_error("No ShadowManager exists yet");
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|     }
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| 
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|     void ShadowManager::setupShadowSettings(
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|         const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager)
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|     {
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|         mEnableShadows = settings.mEnableShadows;
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| 
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|         if (!mEnableShadows)
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|         {
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|             mShadowTechnique->disableShadows();
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|             return;
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|         }
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| 
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|         mShadowTechnique->enableShadows();
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| 
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|         mShadowSettings->setLightNum(0);
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|         mShadowSettings->setReceivesShadowTraversalMask(~0u);
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| 
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|         const int numberOfShadowMapsPerLight = settings.mNumberOfShadowMaps;
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| 
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|         mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
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|         mShadowSettings->setBaseShadowTextureUnit(shaderManager.reserveGlobalTextureUnits(
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|             Shader::ShaderManager::Slot::ShadowMaps, numberOfShadowMapsPerLight));
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| 
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|         const float maximumShadowMapDistance = settings.mMaximumShadowMapDistance;
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|         if (maximumShadowMapDistance > 0)
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|         {
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|             const float shadowFadeStart = settings.mShadowFadeStart;
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|             mShadowSettings->setMaximumShadowMapDistance(maximumShadowMapDistance);
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|             mShadowTechnique->setShadowFadeStart(maximumShadowMapDistance * shadowFadeStart);
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|         }
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| 
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|         mShadowSettings->setMinimumShadowMapNearFarRatio(settings.mMinimumLispsmNearFarRatio);
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| 
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|         const std::string& computeSceneBounds = settings.mComputeSceneBounds;
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|         if (Misc::StringUtils::ciEqual(computeSceneBounds, "primitives"))
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|             mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
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|         else if (Misc::StringUtils::ciEqual(computeSceneBounds, "bounds"))
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|             mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
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| 
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|         const int mapres = settings.mShadowMapResolution;
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|         mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
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| 
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|         mShadowTechnique->setSplitPointUniformLogarithmicRatio(settings.mSplitPointUniformLogarithmicRatio);
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|         mShadowTechnique->setSplitPointDeltaBias(settings.mSplitPointBias);
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| 
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|         mShadowTechnique->setPolygonOffset(settings.mPolygonOffsetFactor, settings.mPolygonOffsetUnits);
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| 
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|         if (settings.mUseFrontFaceCulling)
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|             mShadowTechnique->enableFrontFaceCulling();
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|         else
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|             mShadowTechnique->disableFrontFaceCulling();
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| 
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|         if (settings.mAllowShadowMapOverlap)
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|             mShadowSettings->setMultipleShadowMapHint(osgShadow::ShadowSettings::CASCADED);
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|         else
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|             mShadowSettings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT);
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| 
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|         if (settings.mEnableDebugHud)
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|             mShadowTechnique->enableDebugHUD();
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|         else
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|             mShadowTechnique->disableDebugHUD();
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|     }
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| 
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|     void ShadowManager::disableShadowsForStateSet(osg::StateSet& stateset) const
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|     {
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|         if (!mEnableShadows)
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|             return;
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| 
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|         osg::ref_ptr<osg::Image> fakeShadowMapImage = new osg::Image();
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|         fakeShadowMapImage->allocateImage(1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
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|         *(float*)fakeShadowMapImage->data() = std::numeric_limits<float>::infinity();
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|         osg::ref_ptr<osg::Texture> fakeShadowMapTexture = new osg::Texture2D(fakeShadowMapImage);
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|         fakeShadowMapTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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|         fakeShadowMapTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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|         fakeShadowMapTexture->setShadowComparison(true);
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|         fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
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|         for (unsigned int i = mShadowSettings->getBaseShadowTextureUnit();
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|              i < mShadowSettings->getBaseShadowTextureUnit() + mShadowSettings->getNumShadowMapsPerLight(); ++i)
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|         {
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|             stateset.setTextureAttribute(i, fakeShadowMapTexture,
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|                 osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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|             stateset.addUniform(new osg::Uniform(
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|                 ("shadowTexture" + std::to_string(i - mShadowSettings->getBaseShadowTextureUnit())).c_str(),
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|                 static_cast<int>(i)));
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|         }
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|     }
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| 
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|     ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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|         unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
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|         const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager)
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|         : mShadowedScene(new osgShadow::ShadowedScene)
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|         , mShadowTechnique(new MWShadowTechnique)
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|         , mOutdoorShadowCastingMask(outdoorShadowCastingMask)
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|         , mIndoorShadowCastingMask(indoorShadowCastingMask)
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|     {
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|         if (sInstance)
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|             throw std::logic_error("A ShadowManager already exists");
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| 
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|         mShadowedScene->setShadowTechnique(mShadowTechnique);
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| 
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|         if (Stereo::getStereo())
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|             Stereo::Manager::instance().setShadowTechnique(mShadowTechnique);
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| 
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|         mShadowedScene->addChild(sceneRoot);
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|         rootNode->addChild(mShadowedScene);
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|         mShadowedScene->setNodeMask(sceneRoot->getNodeMask());
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| 
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|         mShadowSettings = mShadowedScene->getShadowSettings();
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|         setupShadowSettings(settings, shaderManager);
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| 
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|         mShadowTechnique->setupCastingShader(shaderManager);
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|         mShadowTechnique->setWorldMask(worldMask);
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| 
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|         enableOutdoorMode();
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| 
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|         sInstance = this;
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|     }
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| 
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|     ShadowManager::~ShadowManager()
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|     {
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|         if (Stereo::getStereo())
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|             Stereo::Manager::instance().setShadowTechnique(nullptr);
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|     }
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| 
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|     Shader::ShaderManager::DefineMap ShadowManager::getShadowDefines(const Settings::ShadowsCategory& settings) const
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|     {
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|         if (!mEnableShadows)
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|             return getShadowsDisabledDefines();
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| 
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|         Shader::ShaderManager::DefineMap definesWithShadows;
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| 
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|         definesWithShadows["shadows_enabled"] = "1";
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| 
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|         for (unsigned int i = 0; i < mShadowSettings->getNumShadowMapsPerLight(); ++i)
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|             definesWithShadows["shadow_texture_unit_list"] += std::to_string(i) + ",";
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|         // remove extra comma
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|         definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(
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|             0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
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| 
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|         definesWithShadows["shadowMapsOverlap"] = settings.mAllowShadowMapOverlap ? "1" : "0";
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| 
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|         definesWithShadows["useShadowDebugOverlay"] = settings.mEnableDebugOverlay ? "1" : "0";
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| 
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|         // switch this to reading settings if it's ever exposed to the user
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|         definesWithShadows["perspectiveShadowMaps"]
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|             = mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
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| 
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|         definesWithShadows["disableNormalOffsetShadows"] = settings.mNormalOffsetDistance == 0.0 ? "1" : "0";
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| 
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|         definesWithShadows["shadowNormalOffset"] = std::to_string(settings.mNormalOffsetDistance);
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| 
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|         definesWithShadows["limitShadowMapDistance"] = settings.mMaximumShadowMapDistance > 0 ? "1" : "0";
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| 
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|         return definesWithShadows;
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|     }
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| 
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|     Shader::ShaderManager::DefineMap ShadowManager::getShadowsDisabledDefines()
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|     {
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|         Shader::ShaderManager::DefineMap definesWithoutShadows;
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| 
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|         definesWithoutShadows["shadows_enabled"] = "0";
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| 
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|         definesWithoutShadows["shadow_texture_unit_list"] = "";
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| 
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|         definesWithoutShadows["shadowMapsOverlap"] = "0";
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| 
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|         definesWithoutShadows["useShadowDebugOverlay"] = "0";
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| 
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|         definesWithoutShadows["perspectiveShadowMaps"] = "0";
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| 
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|         definesWithoutShadows["disableNormalOffsetShadows"] = "0";
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| 
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|         definesWithoutShadows["shadowNormalOffset"] = "0.0";
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| 
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|         definesWithoutShadows["limitShadowMapDistance"] = "0";
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| 
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|         return definesWithoutShadows;
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|     }
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| 
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|     void ShadowManager::enableIndoorMode(const Settings::ShadowsCategory& settings)
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|     {
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|         if (settings.mEnableIndoorShadows)
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|             mShadowSettings->setCastsShadowTraversalMask(mIndoorShadowCastingMask);
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|         else
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|             mShadowTechnique->disableShadows(true);
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|     }
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| 
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|     void ShadowManager::enableOutdoorMode()
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|     {
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|         if (mEnableShadows)
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|             mShadowTechnique->enableShadows();
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|         mShadowSettings->setCastsShadowTraversalMask(mOutdoorShadowCastingMask);
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|     }
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| }
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