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			174 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			174 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "shadow.hpp"
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#include <osgShadow/ShadowedScene>
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#include <components/settings/settings.hpp>
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namespace SceneUtil
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{
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    using namespace osgShadow;
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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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        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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        mShadowTechnique->enableShadows();
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        mShadowSettings->setLightNum(0);
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        mShadowSettings->setReceivesShadowTraversalMask(~0u);
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        int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
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        numberOfShadowMapsPerLight = std::max(1, std::min(numberOfShadowMapsPerLight, 8));
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        mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
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        mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
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        const float maximumShadowMapDistance = Settings::Manager::getFloat("maximum shadow map distance", "Shadows");
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        if (maximumShadowMapDistance > 0)
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        {
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            const float shadowFadeStart = std::min(std::max(0.f, Settings::Manager::getFloat("shadow fade start", "Shadows")), 1.f);
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            mShadowSettings->setMaximumShadowMapDistance(maximumShadowMapDistance);
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            mShadowTechnique->setShadowFadeStart(maximumShadowMapDistance * shadowFadeStart);
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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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        int mapres = Settings::Manager::getInt("shadow map resolution", "Shadows");
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        mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
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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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        mShadowTechnique->setPolygonOffset(Settings::Manager::getFloat("polygon offset factor", "Shadows"), Settings::Manager::getFloat("polygon offset units", "Shadows"));
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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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        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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        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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    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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        numberOfShadowMapsPerLight = std::max(1, std::min(numberOfShadowMapsPerLight, 8));
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        int baseShadowTextureUnit = 8 - numberOfShadowMapsPerLight;
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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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    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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        mShadowedScene->addChild(sceneRoot);
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        rootNode->addChild(mShadowedScene);
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        mShadowSettings = mShadowedScene->getShadowSettings();
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        setupShadowSettings();
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        mShadowTechnique->setupCastingShader(shaderManager);
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        enableOutdoorMode();
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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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        Shader::ShaderManager::DefineMap definesWithShadows;
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        definesWithShadows["shadows_enabled"] = "1";
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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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        definesWithShadows["shadowMapsOverlap"] = Settings::Manager::getBool("allow shadow map overlap", "Shadows") ? "1" : "0";
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        definesWithShadows["useShadowDebugOverlay"] = Settings::Manager::getBool("enable debug overlay", "Shadows") ? "1" : "0";
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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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        definesWithShadows["disableNormalOffsetShadows"] = Settings::Manager::getFloat("normal offset distance", "Shadows") == 0.0 ? "1" : "0";
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        definesWithShadows["shadowNormalOffset"] = std::to_string(Settings::Manager::getFloat("normal offset distance", "Shadows"));
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        definesWithShadows["limitShadowMapDistance"] = Settings::Manager::getFloat("maximum shadow map distance", "Shadows") > 0 ? "1" : "0";
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        return definesWithShadows;
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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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        definesWithoutShadows["shadows_enabled"] = "0";
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        definesWithoutShadows["shadow_texture_unit_list"] = "";
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        definesWithoutShadows["shadowMapsOverlap"] = "0";
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        definesWithoutShadows["useShadowDebugOverlay"] = "0";
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        definesWithoutShadows["perspectiveShadowMaps"] = "0";
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        definesWithoutShadows["disableNormalOffsetShadows"] = "0";
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        definesWithoutShadows["shadowNormalOffset"] = "0.0";
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        definesWithoutShadows["limitShadowMapDistance"] = "0";
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        return definesWithoutShadows;
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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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    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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