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			158 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "shadow.hpp"
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| 
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| #include <osgShadow/ShadowedScene>
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| 
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| #include <components/settings/settings.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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|     void ShadowManager::setupShadowSettings()
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|     {
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|         mEnableShadows = Settings::Manager::getBool("enable shadows", "Shadows");
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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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|         int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
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|         mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
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|         mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
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| 
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|         mShadowSettings->setMinimumShadowMapNearFarRatio(Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
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|         if (Settings::Manager::getBool("compute tight scene bounds", "Shadows"))
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|             mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
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| 
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|         int mapres = Settings::Manager::getInt("shadow map resolution", "Shadows");
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|         mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
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| 
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|         mShadowTechnique->setSplitPointUniformLogarithmicRatio(Settings::Manager::getFloat("split point uniform logarithmic ratio", "Shadows"));
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|         mShadowTechnique->setSplitPointDeltaBias(Settings::Manager::getFloat("split point bias", "Shadows"));
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| 
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|         mShadowTechnique->setPolygonOffset(Settings::Manager::getFloat("polygon offset factor", "Shadows"), Settings::Manager::getFloat("polygon offset units", "Shadows"));
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| 
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|         if (Settings::Manager::getBool("use front face culling", "Shadows"))
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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::Manager::getBool("allow shadow map overlap", "Shadows"))
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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::Manager::getBool("enable debug hud", "Shadows"))
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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::ref_ptr<osg::StateSet> stateset)
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|     {
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|         int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
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|         int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight;
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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->setShadowComparison(true);
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|         fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
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|         for (int i = baseShadowTextureUnit; i < baseShadowTextureUnit + numberOfShadowMapsPerLight; ++i)
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|         {
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|             stateset->setTextureAttributeAndModes(i, fakeShadowMapTexture, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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|             stateset->addUniform(new osg::Uniform(("shadowTexture" + std::to_string(i - baseShadowTextureUnit)).c_str(), i));
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|             stateset->addUniform(new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseShadowTextureUnit)).c_str(), 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, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager) : 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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|         mShadowedScene->setShadowTechnique(mShadowTechnique);
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| 
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|         mShadowedScene->addChild(sceneRoot);
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|         rootNode->addChild(mShadowedScene);
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| 
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|         mShadowSettings = mShadowedScene->getShadowSettings();
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|         setupShadowSettings();
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| 
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|         mShadowTechnique->setupCastingShader(shaderManager);
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| 
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|         enableOutdoorMode();
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|     }
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| 
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|     Shader::ShaderManager::DefineMap ShadowManager::getShadowDefines()
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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(0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
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| 
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|         definesWithShadows["shadowMapsOverlap"] = Settings::Manager::getBool("allow shadow map overlap", "Shadows") ? "1" : "0";
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| 
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|         definesWithShadows["useShadowDebugOverlay"] = Settings::Manager::getBool("enable debug overlay", "Shadows") ? "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"] = mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
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| 
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|         definesWithShadows["disableNormalOffsetShadows"] = Settings::Manager::getFloat("normal offset distance", "Shadows") == 0.0 ? "1" : "0";
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| 
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|         definesWithShadows["shadowNormalOffset"] = std::to_string(Settings::Manager::getFloat("normal offset distance", "Shadows"));
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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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|         return definesWithoutShadows;
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|     }
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| 
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|     void ShadowManager::enableIndoorMode()
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|     {
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|         if (Settings::Manager::getBool("enable indoor shadows", "Shadows"))
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|             mShadowSettings->setCastsShadowTraversalMask(mIndoorShadowCastingMask);
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|         else
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|             mShadowTechnique->disableShadows();
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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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