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			3385 lines
		
	
	
	
		
			128 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			3385 lines
		
	
	
	
		
			128 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // clang-format off
 | |
| /* This file is based on OpenSceneGraph's src/osgShadow/ViewDependentShadowMap.cpp.
 | |
|  * Where applicable, any changes made are covered by OpenMW's GPL 3 license, not the OSGPL.
 | |
|  * The original copyright notice is listed below.
 | |
|  */
 | |
| 
 | |
| /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 Robert Osfield
 | |
|  *
 | |
|  * This library is open source and may be redistributed and/or modified under
 | |
|  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 | |
|  * (at your option) any later version.  The full license is in LICENSE file
 | |
|  * 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,
 | |
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | |
|  * OpenSceneGraph Public License for more details.
 | |
| */
 | |
| 
 | |
| #include "mwshadowtechnique.hpp"
 | |
| 
 | |
| #include <osgShadow/ShadowedScene>
 | |
| #include <osg/CullFace>
 | |
| #include <osg/Geometry>
 | |
| #include <osg/io_utils>
 | |
| #include <osg/Depth>
 | |
| #include <osg/ClipControl>
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| 
 | |
| #include <sstream>
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| #include <deque>
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| #include <vector>
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| 
 | |
| #include "shadowsbin.hpp"
 | |
| 
 | |
| namespace {
 | |
| 
 | |
| using namespace osgShadow;
 | |
| using namespace SceneUtil;
 | |
| 
 | |
| #define dbl_max std::numeric_limits<double>::max()
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| 
 | |
| //////////////////////////////////////////////////////////////////
 | |
| // fragment shader
 | |
| //
 | |
| #if 0
 | |
| static const char fragmentShaderSource_withBaseTexture[] =
 | |
|         "uniform sampler2D baseTexture;                                          \n"
 | |
|         "uniform sampler2DShadow shadowTexture;                                  \n"
 | |
|         "                                                                        \n"
 | |
|         "void main(void)                                                         \n"
 | |
|         "{                                                                       \n"
 | |
|         "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
 | |
|         "  vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy );                                            \n"
 | |
|         "  color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[1] ).r );     \n"
 | |
|         "  gl_FragColor = color;                                                                                \n"
 | |
|         "} \n";
 | |
| #else
 | |
| static const char fragmentShaderSource_withBaseTexture[] =
 | |
|         "uniform sampler2D baseTexture;                                          \n"
 | |
|         "uniform int baseTextureUnit;                                            \n"
 | |
|         "uniform sampler2DShadow shadowTexture0;                                 \n"
 | |
|         "uniform int shadowTextureUnit0;                                         \n"
 | |
|         "                                                                        \n"
 | |
|         "void main(void)                                                         \n"
 | |
|         "{                                                                       \n"
 | |
|         "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
 | |
|         "  vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );                                              \n"
 | |
|         "  color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r );     \n"
 | |
|         "  gl_FragColor = color;                                                                                                \n"
 | |
|         "} \n";
 | |
| 
 | |
| static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] =
 | |
|         "uniform sampler2D baseTexture;                                          \n"
 | |
|         "uniform int baseTextureUnit;                                            \n"
 | |
|         "uniform sampler2DShadow shadowTexture0;                                 \n"
 | |
|         "uniform int shadowTextureUnit0;                                         \n"
 | |
|         "uniform sampler2DShadow shadowTexture1;                                 \n"
 | |
|         "uniform int shadowTextureUnit1;                                         \n"
 | |
|         "                                                                        \n"
 | |
|         "void main(void)                                                         \n"
 | |
|         "{                                                                       \n"
 | |
|         "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
 | |
|         "  vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );              \n"
 | |
|         "  float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r;   \n"
 | |
|         "  float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r;   \n"
 | |
|         "  color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 );                     \n"
 | |
|         "  gl_FragColor = color;                                                                \n"
 | |
|         "} \n";
 | |
| #endif
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| 
 | |
| std::string debugVertexShaderSource = "void main(void){gl_Position = gl_Vertex; gl_TexCoord[0]=gl_MultiTexCoord0;}";
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| std::string debugFragmentShaderSource =
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|         "uniform sampler2D texture;                                              \n"
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|         "                                                                        \n"
 | |
|         "void main(void)                                                         \n"
 | |
|         "{                                                                       \n"
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| #if 1
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|         "    float f = texture2D(texture, gl_TexCoord[0].xy).r;                  \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * f;                                                      \n"
 | |
|         "    float fC = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * fract( f );                                             \n"
 | |
|         "    float fS = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * fract( f );                                             \n"
 | |
|         "    float fH = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
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|         "    fS *= 0.5;                                                          \n"
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|         "    fH = ( fH  * 0.34 + 0.66 ) * ( 1.0 - fS );                          \n"
 | |
|         "                                                                        \n"
 | |
|         "    vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ),                  \n"
 | |
|         "                     abs( fC - 0.333333 ),                              \n"
 | |
|         "                     abs( fC - 0.666667 ) );                            \n"
 | |
|         "                                                                        \n"
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|         "    rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb );                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    float fMax = max( max( rgb.r, rgb.g ), rgb.b );                     \n"
 | |
|         "    fMax = 1.0 / fMax;                                                  \n"
 | |
|         "                                                                        \n"
 | |
|         "    vec3 color = fMax * rgb;                                            \n"
 | |
|         "                                                                        \n"
 | |
|         "    gl_FragColor =  vec4( fS + fH * color, 1 );                         \n"
 | |
| #else
 | |
|         "    gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);               \n"
 | |
| #endif
 | |
|         "}                                                                       \n";
 | |
| 
 | |
| std::string debugFrustumVertexShaderSource = "varying float depth; uniform mat4 transform; void main(void){gl_Position = transform * gl_Vertex; depth = gl_Position.z / gl_Position.w;}";
 | |
| std::string debugFrustumFragmentShaderSource =
 | |
|         "varying float depth;                                                    \n"
 | |
|         "                                                                        \n"
 | |
|         "void main(void)                                                         \n"
 | |
|         "{                                                                       \n"
 | |
| #if 1
 | |
|         "    float f = depth;                                                    \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * f;                                                      \n"
 | |
|         "    float fC = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * fract( f );                                             \n"
 | |
|         "    float fS = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    f = 256.0 * fract( f );                                             \n"
 | |
|         "    float fH = floor( f ) / 256.0;                                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    fS *= 0.5;                                                          \n"
 | |
|         "    fH = ( fH  * 0.34 + 0.66 ) * ( 1.0 - fS );                          \n"
 | |
|         "                                                                        \n"
 | |
|         "    vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ),                  \n"
 | |
|         "                     abs( fC - 0.333333 ),                              \n"
 | |
|         "                     abs( fC - 0.666667 ) );                            \n"
 | |
|         "                                                                        \n"
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|         "    rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb );                      \n"
 | |
|         "                                                                        \n"
 | |
|         "    float fMax = max( max( rgb.r, rgb.g ), rgb.b );                     \n"
 | |
|         "    fMax = 1.0 / fMax;                                                  \n"
 | |
|         "                                                                        \n"
 | |
|         "    vec3 color = fMax * rgb;                                            \n"
 | |
|         "                                                                        \n"
 | |
|         "    gl_FragColor =  vec4( fS + fH * color, 1 );                         \n"
 | |
| #else
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|         "    gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);                            \n"
 | |
| #endif
 | |
|         "}                                                                       \n";
 | |
| 
 | |
| 
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| template<class T>
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| class RenderLeafTraverser : public T
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| {
 | |
| public:
 | |
| 
 | |
|     RenderLeafTraverser()
 | |
|     {
 | |
|     }
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| 
 | |
|     void traverse(const osgUtil::RenderStage* rs)
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|     {
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|         traverse(static_cast<const osgUtil::RenderBin*>(rs));
 | |
|     }
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| 
 | |
|     void traverse(const osgUtil::RenderBin* renderBin)
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|     {
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|         const osgUtil::RenderBin::RenderBinList& rbl = renderBin->getRenderBinList();
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|         for(osgUtil::RenderBin::RenderBinList::const_iterator itr = rbl.begin();
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|             itr != rbl.end();
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|             ++itr)
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|         {
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|             traverse(itr->second.get());
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|         }
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| 
 | |
|         const osgUtil::RenderBin::RenderLeafList& rll = renderBin->getRenderLeafList();
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|         for(osgUtil::RenderBin::RenderLeafList::const_iterator itr = rll.begin();
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|             itr != rll.end();
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|             ++itr)
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|         {
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|             handle(*itr);
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|         }
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| 
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|         const osgUtil::RenderBin::StateGraphList& rgl = renderBin->getStateGraphList();
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|         for(osgUtil::RenderBin::StateGraphList::const_iterator itr = rgl.begin();
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|             itr != rgl.end();
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|             ++itr)
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|         {
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|             traverse(*itr);
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|         }
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| 
 | |
|     }
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| 
 | |
|     void traverse(const osgUtil::StateGraph* stateGraph)
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|     {
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|         const osgUtil::StateGraph::ChildList& cl = stateGraph->_children;
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|         for(osgUtil::StateGraph::ChildList::const_iterator itr = cl.begin();
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|             itr != cl.end();
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|             ++itr)
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|         {
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|             traverse(itr->second.get());
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|         }
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| 
 | |
|         const osgUtil::StateGraph::LeafList& ll = stateGraph->_leaves;
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|         for(osgUtil::StateGraph::LeafList::const_iterator itr = ll.begin();
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|             itr != ll.end();
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|             ++itr)
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|         {
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|             handle(itr->get());
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|         }
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|     }
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| 
 | |
|     inline void handle(const osgUtil::RenderLeaf* renderLeaf)
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|     {
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|         this->operator()(renderLeaf);
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|     }
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| };
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| 
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| ///////////////////////////////////////////////////////////////////////////////////////////////
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| //
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| // VDSMCameraCullCallback
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| //
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| class VDSMCameraCullCallback : public osg::NodeCallback
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| {
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|     public:
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| 
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|         VDSMCameraCullCallback(MWShadowTechnique* vdsm, osg::Polytope& polytope);
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| 
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|         void operator()(osg::Node*, osg::NodeVisitor* nv) override;
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| 
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|         osg::RefMatrix* getProjectionMatrix() { return _projectionMatrix.get(); }
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|         osgUtil::RenderStage* getRenderStage() { return _renderStage.get(); }
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| 
 | |
|     protected:
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| 
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|         MWShadowTechnique*                      _vdsm;
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|         osg::ref_ptr<osg::RefMatrix>            _projectionMatrix;
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|         osg::ref_ptr<osgUtil::RenderStage>      _renderStage;
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|         osg::Polytope                           _polytope;
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| };
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| 
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| VDSMCameraCullCallback::VDSMCameraCullCallback(MWShadowTechnique* vdsm, osg::Polytope& polytope):
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|     _vdsm(vdsm),
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|     _polytope(polytope)
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| {
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| }
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| 
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| void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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| {
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|     osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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|     osg::Camera* camera = node->asCamera();
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|     OSG_INFO<<"VDSMCameraCullCallback::operator()(osg::Node* "<<camera<<", osg::NodeVisitor* "<<cv<<")"<<std::endl;
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| 
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| #if 1
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|     if (!_polytope.empty())
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|     {
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|         OSG_INFO<<"Pushing custom Polytope"<<std::endl;
 | |
| 
 | |
|         osg::CullingSet& cs = cv->getProjectionCullingStack().back();
 | |
| 
 | |
|         cs.setFrustum(_polytope);
 | |
| 
 | |
|         cv->pushCullingSet();
 | |
|     }
 | |
| #endif
 | |
|     // bin has to go inside camera cull or the rendertexture stage will override it
 | |
|     cv->pushStateSet(_vdsm->getOrCreateShadowsBinStateSet());
 | |
|     if (_vdsm->getShadowedScene())
 | |
|     {
 | |
|         _vdsm->getShadowedScene()->osg::Group::traverse(*nv);
 | |
|     }
 | |
|     cv->popStateSet();
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| #if 1
 | |
|     if (!_polytope.empty())
 | |
|     {
 | |
|         OSG_INFO<<"Popping custom Polytope"<<std::endl;
 | |
|         cv->popCullingSet();
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     _renderStage = cv->getCurrentRenderBin()->getStage();
 | |
| 
 | |
|     OSG_INFO<<"VDSM second : _renderStage = "<<_renderStage<<std::endl;
 | |
| 
 | |
|     if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         // make sure that the near plane is computed correctly.
 | |
|         cv->computeNearPlane();
 | |
| 
 | |
|         osg::Matrixd projection = *(cv->getProjectionMatrix());
 | |
| 
 | |
|         OSG_INFO<<"RTT Projection matrix "<<projection<<std::endl;
 | |
| 
 | |
|         osg::Matrix::value_type left, right, bottom, top, zNear, zFar;
 | |
|         osg::Matrix::value_type epsilon = 1e-6;
 | |
|         if (fabs(projection(0,3))<epsilon  && fabs(projection(1,3))<epsilon  && fabs(projection(2,3))<epsilon )
 | |
|         {
 | |
|             projection.getOrtho(left, right,
 | |
|                                 bottom, top,
 | |
|                                 zNear,  zFar);
 | |
| 
 | |
|             OSG_INFO<<"Ortho zNear="<<zNear<<", zFar="<<zFar<<std::endl;
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             projection.getFrustum(left, right,
 | |
|                                 bottom, top,
 | |
|                                 zNear,  zFar);
 | |
| 
 | |
|             OSG_INFO<<"Frustum zNear="<<zNear<<", zFar="<<zFar<<std::endl;
 | |
|         }
 | |
| 
 | |
|         OSG_INFO<<"Calculated zNear = "<<cv->getCalculatedNearPlane()<<", zFar = "<<cv->getCalculatedFarPlane()<<std::endl;
 | |
| 
 | |
|         zNear = osg::maximum(zNear, cv->getCalculatedNearPlane());
 | |
|         zFar = osg::minimum(zFar, cv->getCalculatedFarPlane());
 | |
| 
 | |
|         cv->setCalculatedNearPlane(zNear);
 | |
|         cv->setCalculatedFarPlane(zFar);
 | |
| 
 | |
|         cv->clampProjectionMatrix(projection, zNear, zFar);
 | |
| 
 | |
|         //OSG_INFO<<"RTT zNear = "<<zNear<<", zFar = "<<zFar<<std::endl;
 | |
|         OSG_INFO<<"RTT Projection matrix after clamping "<<projection<<std::endl;
 | |
| 
 | |
|         camera->setProjectionMatrix(projection);
 | |
|     }
 | |
| 
 | |
|     _projectionMatrix = cv->getProjectionMatrix();
 | |
| }
 | |
| 
 | |
| } // namespace
 | |
| 
 | |
| MWShadowTechnique::ComputeLightSpaceBounds::ComputeLightSpaceBounds() :
 | |
|     osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
 | |
| {
 | |
|     setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::reset()
 | |
| {
 | |
|     osg::CullStack::reset();
 | |
|     _bb = osg::BoundingBox();
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Node& node)
 | |
| {
 | |
|     if (isCulled(node)) return;
 | |
| 
 | |
|     // push the culling mode.
 | |
|     pushCurrentMask();
 | |
| 
 | |
|     traverse(node);
 | |
| 
 | |
|     // pop the culling mode.
 | |
|     popCurrentMask();
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Group& node)
 | |
| {
 | |
|     apply(static_cast<osg::Node&>(node));
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Drawable& drawable)
 | |
| {
 | |
|     if (isCulled(drawable)) return;
 | |
| 
 | |
|     // push the culling mode.
 | |
|     pushCurrentMask();
 | |
| 
 | |
|     updateBound(drawable.getBoundingBox());
 | |
| 
 | |
|     // pop the culling mode.
 | |
|     popCurrentMask();
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Geometry& drawable)
 | |
| {
 | |
|     apply(static_cast<osg::Drawable&>(drawable));
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Billboard&)
 | |
| {
 | |
|     OSG_INFO << "Warning Billboards not yet supported" << std::endl;
 | |
|     return;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Projection&)
 | |
| {
 | |
|     // projection nodes won't affect a shadow map so their subgraphs should be ignored
 | |
|     return;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Transform& transform)
 | |
| {
 | |
|     if (isCulled(transform)) return;
 | |
| 
 | |
|     // push the culling mode.
 | |
|     pushCurrentMask();
 | |
| 
 | |
|     // absolute transforms won't affect a shadow map so their subgraphs should be ignored.
 | |
|     if (transform.getReferenceFrame() == osg::Transform::RELATIVE_RF)
 | |
|     {
 | |
|         osg::RefMatrix* matrix = createOrReuseMatrix(*getModelViewMatrix());
 | |
|         transform.computeLocalToWorldMatrix(*matrix, this);
 | |
|         pushModelViewMatrix(matrix, transform.getReferenceFrame());
 | |
| 
 | |
|         traverse(transform);
 | |
| 
 | |
|         popModelViewMatrix();
 | |
|     }
 | |
| 
 | |
|     // pop the culling mode.
 | |
|     popCurrentMask();
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::MatrixTransform& transform)
 | |
| {
 | |
|     apply(static_cast<osg::Transform&>(transform));
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Camera&)
 | |
| {
 | |
|     // camera nodes won't affect a shadow map so their subgraphs should be ignored
 | |
|     return;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::updateBound(const osg::BoundingBox& bb)
 | |
| {
 | |
|     if (!bb.valid()) return;
 | |
| 
 | |
|     const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
 | |
| 
 | |
|     update(bb.corner(0) * matrix);
 | |
|     update(bb.corner(1) * matrix);
 | |
|     update(bb.corner(2) * matrix);
 | |
|     update(bb.corner(3) * matrix);
 | |
|     update(bb.corner(4) * matrix);
 | |
|     update(bb.corner(5) * matrix);
 | |
|     update(bb.corner(6) * matrix);
 | |
|     update(bb.corner(7) * matrix);
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ComputeLightSpaceBounds::update(const osg::Vec3& v)
 | |
| {
 | |
|     if (v.z()<-1.0f)
 | |
|     {
 | |
|         //OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
 | |
|         return;
 | |
|     }
 | |
|     float x = v.x();
 | |
|     if (x<-1.0f) x = -1.0f;
 | |
|     if (x>1.0f) x = 1.0f;
 | |
|     float y = v.y();
 | |
|     if (y<-1.0f) y = -1.0f;
 | |
|     if (y>1.0f) y = 1.0f;
 | |
|     _bb.expandBy(osg::Vec3(x, y, v.z()));
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////////////////////////////////////////
 | |
| //
 | |
| // LightData
 | |
| //
 | |
| MWShadowTechnique::LightData::LightData(MWShadowTechnique::ViewDependentData* vdd):
 | |
|     _viewDependentData(vdd),
 | |
|     directionalLight(false)
 | |
| {
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::LightData::setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix)
 | |
| {
 | |
|     lightMatrix = lm;
 | |
|     light = l;
 | |
| 
 | |
|     lightPos = light->getPosition();
 | |
|     directionalLight = (light->getPosition().w()== 0.0);
 | |
|     if (directionalLight)
 | |
|     {
 | |
|         lightPos3.set(0.0, 0.0, 0.0); // directional light has no destinct position
 | |
|         lightDir.set(-lightPos.x(), -lightPos.y(), -lightPos.z());
 | |
|         lightDir.normalize();
 | |
|         OSG_INFO<<"   Directional light, lightPos="<<lightPos<<", lightDir="<<lightDir<<std::endl;
 | |
|         if (lightMatrix.valid() && lightMatrix->operator==(osg::Matrixf(modelViewMatrix)))
 | |
|         {
 | |
|             OSG_INFO<<"   Light matrix "<<*lightMatrix<<std::endl;
 | |
|             osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
 | |
|             lightDir = osg::Matrix::transform3x3( lightDir, lightToLocalMatrix );
 | |
|             lightDir.normalize();
 | |
|             OSG_INFO<<"   new LightDir ="<<lightDir<<std::endl;
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         OSG_INFO<<"   Positional light, lightPos="<<lightPos<<std::endl;
 | |
|         lightDir = light->getDirection();
 | |
|         lightDir.normalize();
 | |
|         if (lightMatrix.valid())
 | |
|         {
 | |
|             OSG_INFO<<"   Light matrix "<<*lightMatrix<<std::endl;
 | |
|             osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
 | |
|             lightPos = lightPos * lightToLocalMatrix;
 | |
|             lightDir = osg::Matrix::transform3x3( lightDir, lightToLocalMatrix );
 | |
|             lightDir.normalize();
 | |
|             OSG_INFO<<"   new LightPos ="<<lightPos<<std::endl;
 | |
|             OSG_INFO<<"   new LightDir ="<<lightDir<<std::endl;
 | |
|         }
 | |
|         lightPos3.set(lightPos.x()/lightPos.w(), lightPos.y()/lightPos.w(), lightPos.z()/lightPos.w());
 | |
|     }
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////////////////////////////////////////
 | |
| //
 | |
| // ShadowData
 | |
| //
 | |
| MWShadowTechnique::ShadowData::ShadowData(MWShadowTechnique::ViewDependentData* vdd):
 | |
|     _viewDependentData(vdd),
 | |
|     _textureUnit(0)
 | |
| {
 | |
| 
 | |
|     const ShadowSettings* settings = vdd->getViewDependentShadowMap()->getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     bool debug = settings->getDebugDraw();
 | |
| 
 | |
|     // set up texgen
 | |
|     _texgen = new osg::TexGen;
 | |
| 
 | |
|     // set up the texture
 | |
|     _texture = new osg::Texture2D;
 | |
| 
 | |
|     osg::Vec2s textureSize = debug ? osg::Vec2s(512,512) : settings->getTextureSize();
 | |
|     _texture->setTextureSize(textureSize.x(), textureSize.y());
 | |
| 
 | |
|     if (debug)
 | |
|     {
 | |
|         _texture->setInternalFormat(GL_RGB);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         _texture->setInternalFormat(GL_DEPTH_COMPONENT);
 | |
|         _texture->setShadowComparison(true);
 | |
|         _texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
 | |
|     }
 | |
| 
 | |
|     _texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
 | |
|     _texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
 | |
| 
 | |
|     // the shadow comparison should fail if object is outside the texture
 | |
|     _texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
 | |
|     _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
 | |
|     _texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 | |
|     //_texture->setBorderColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
 | |
| 
 | |
|     // set up the camera
 | |
|     _camera = new osg::Camera;
 | |
|     _camera->setName("ShadowCamera");
 | |
|     _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
 | |
| #ifndef __APPLE__ // workaround shadow issue on macOS, https://gitlab.com/OpenMW/openmw/-/issues/6057
 | |
|     _camera->setImplicitBufferAttachmentMask(0, 0);
 | |
| #endif
 | |
|     //_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 | |
|     _camera->setClearColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
 | |
| 
 | |
|     //_camera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
 | |
|     //_camera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
 | |
| 
 | |
|     // Now we are using Depth Clamping, we want to not cull things on the wrong side of the near plane.
 | |
|     // When the near and far planes are computed, OSG always culls anything on the wrong side of the near plane, even if it's told not to.
 | |
|     // Even if that weren't an issue, the near plane can't go past any shadow receivers or the depth-clamped fragments which ended up on the near plane can't cast shadows on those receivers.
 | |
|     // Unfortunately, this change will make shadows have less depth precision when there are no casters outside the view frustum.
 | |
|     // TODO: Find a better solution. E.g. detect when there are no casters outside the view frustum, write a new cull visitor that does all the wacky things we'd need it to.
 | |
|     _camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
 | |
| 
 | |
|     // switch off small feature culling as this can cull out geometry that will still be large enough once perspective correction takes effect.
 | |
|     _camera->setCullingMode(_camera->getCullingMode() & ~osg::CullSettings::SMALL_FEATURE_CULLING);
 | |
| 
 | |
|     // set viewport
 | |
|     _camera->setViewport(0,0,textureSize.x(),textureSize.y());
 | |
| 
 | |
| 
 | |
|     if (debug)
 | |
|     {
 | |
|         // clear just the depth buffer
 | |
|         _camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | |
| 
 | |
|         // render after the main camera
 | |
|         _camera->setRenderOrder(osg::Camera::POST_RENDER);
 | |
| 
 | |
|         // attach the texture and use it as the color buffer.
 | |
|         //_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
 | |
|         _camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // clear the depth and colour bufferson each clear.
 | |
|         _camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | |
| 
 | |
|         // set the camera to render before the main camera.
 | |
|         _camera->setRenderOrder(osg::Camera::PRE_RENDER);
 | |
| 
 | |
|         // tell the camera to use OpenGL frame buffer object where supported.
 | |
|         _camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 | |
| 
 | |
|         // attach the texture and use it as the color buffer.
 | |
|         _camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
 | |
|         //_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
 | |
|     }
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ShadowData::releaseGLObjects(osg::State* state) const
 | |
| {
 | |
|     OSG_INFO<<"MWShadowTechnique::ShadowData::releaseGLObjects"<<std::endl;
 | |
|     _texture->releaseGLObjects(state);
 | |
|     _camera->releaseGLObjects(state);
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////////////////////////////////////////
 | |
| //
 | |
| // Frustum
 | |
| //
 | |
| MWShadowTechnique::Frustum::Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar):
 | |
|     useCustomClipSpace(false),
 | |
|     corners(8),
 | |
|     faces(6),
 | |
|     edges(12)
 | |
| {
 | |
|     projectionMatrix = *(cv->getProjectionMatrix());
 | |
|     modelViewMatrix = *(cv->getModelViewMatrix());
 | |
| 
 | |
|     OSG_INFO<<"Projection matrix "<<projectionMatrix<<std::endl;
 | |
| 
 | |
|     if (cv->getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         osg::Matrix::value_type zNear = osg::maximum<osg::Matrix::value_type>(cv->getCalculatedNearPlane(),minZNear);
 | |
|         osg::Matrix::value_type zFar = osg::minimum<osg::Matrix::value_type>(cv->getCalculatedFarPlane(),maxZFar);
 | |
| 
 | |
|         cv->clampProjectionMatrix(projectionMatrix, zNear, zFar);
 | |
| 
 | |
|         OSG_INFO<<"zNear = "<<zNear<<", zFar = "<<zFar<<std::endl;
 | |
|         OSG_INFO<<"Projection matrix after clamping "<<projectionMatrix<<std::endl;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::Frustum::setCustomClipSpace(const osg::BoundingBoxd& clipCornersOverride)
 | |
| {
 | |
|     useCustomClipSpace = true;
 | |
|     customClipSpace = clipCornersOverride;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::Frustum::init()
 | |
| {
 | |
|     osg::Matrixd clipToWorld;
 | |
|     clipToWorld.invert(modelViewMatrix * projectionMatrix);
 | |
| 
 | |
|     if (useCustomClipSpace)
 | |
|     {
 | |
|         corners.clear();
 | |
|         // Add corners in the same order OSG expects them
 | |
|         for (int i : {0, 1, 5, 4, 2, 3, 7, 6})
 | |
|         {
 | |
|             corners.push_back(customClipSpace.corner(i));
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         corners[0].set(-1.0, -1.0, -1.0);
 | |
|         corners[1].set(1.0, -1.0, -1.0);
 | |
|         corners[2].set(1.0, -1.0, 1.0);
 | |
|         corners[3].set(-1.0, -1.0, 1.0);
 | |
|         corners[4].set(-1.0, 1.0, -1.0);
 | |
|         corners[5].set(1.0, 1.0, -1.0);
 | |
|         corners[6].set(1.0, 1.0, 1.0);
 | |
|         corners[7].set(-1.0, 1.0, 1.0);
 | |
|     }
 | |
| 
 | |
|     // transform frustum corners from clipspace to world coords, and compute center
 | |
|     for(Vertices::iterator itr = corners.begin();
 | |
|         itr != corners.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         *itr = (*itr) * clipToWorld;
 | |
| 
 | |
|         OSG_INFO<<"   corner "<<*itr<<std::endl;
 | |
|     }
 | |
| 
 | |
|     // compute eye point
 | |
|     eye = osg::Vec3d(0.0,0.0,0.0) * osg::Matrix::inverse(modelViewMatrix);
 | |
| 
 | |
|     // compute center and the frustumCenterLine
 | |
|     centerNearPlane = (corners[0]+corners[1]+corners[5]+corners[4])*0.25;
 | |
|     centerFarPlane = (corners[3]+corners[2]+corners[6]+corners[7])*0.25;
 | |
|     center = (centerNearPlane+centerFarPlane)*0.5;
 | |
|     frustumCenterLine = centerFarPlane-centerNearPlane;
 | |
|     frustumCenterLine.normalize();
 | |
| 
 | |
|     OSG_INFO<<"   center "<<center<<std::endl;
 | |
| 
 | |
|     faces[0].push_back(0);
 | |
|     faces[0].push_back(3);
 | |
|     faces[0].push_back(7);
 | |
|     faces[0].push_back(4);
 | |
| 
 | |
|     faces[1].push_back(1);
 | |
|     faces[1].push_back(5);
 | |
|     faces[1].push_back(6);
 | |
|     faces[1].push_back(2);
 | |
| 
 | |
|     faces[2].push_back(0);
 | |
|     faces[2].push_back(1);
 | |
|     faces[2].push_back(2);
 | |
|     faces[2].push_back(3);
 | |
| 
 | |
|     faces[3].push_back(4);
 | |
|     faces[3].push_back(7);
 | |
|     faces[3].push_back(6);
 | |
|     faces[3].push_back(5);
 | |
| 
 | |
|     faces[4].push_back(0);
 | |
|     faces[4].push_back(4);
 | |
|     faces[4].push_back(5);
 | |
|     faces[4].push_back(1);
 | |
| 
 | |
|     faces[5].push_back(2);
 | |
|     faces[5].push_back(6);
 | |
|     faces[5].push_back(7);
 | |
|     faces[5].push_back(3);
 | |
| 
 | |
|     edges[0].push_back(0); edges[0].push_back(1); // corner points on edge
 | |
|     edges[0].push_back(2); edges[0].push_back(4); // faces on edge
 | |
| 
 | |
|     edges[1].push_back(1); edges[1].push_back(2); // corner points on edge
 | |
|     edges[1].push_back(2); edges[1].push_back(1); // faces on edge
 | |
| 
 | |
|     edges[2].push_back(2); edges[2].push_back(3); // corner points on edge
 | |
|     edges[2].push_back(2); edges[2].push_back(5); // faces on edge
 | |
| 
 | |
|     edges[3].push_back(3); edges[3].push_back(0); // corner points on edge
 | |
|     edges[3].push_back(2); edges[3].push_back(0); // faces on edge
 | |
| 
 | |
| 
 | |
|     edges[4].push_back(0); edges[4].push_back(4); // corner points on edge
 | |
|     edges[4].push_back(0); edges[4].push_back(4); // faces on edge
 | |
| 
 | |
|     edges[5].push_back(1); edges[5].push_back(5); // corner points on edge
 | |
|     edges[5].push_back(4); edges[5].push_back(1); // faces on edge
 | |
| 
 | |
|     edges[6].push_back(2); edges[6].push_back(6); // corner points on edge
 | |
|     edges[6].push_back(1); edges[6].push_back(5); // faces on edge
 | |
| 
 | |
|     edges[7].push_back(3); edges[7].push_back(7); // corner points on edge
 | |
|     edges[7].push_back(5); edges[7].push_back(0); // faces on edge
 | |
| 
 | |
| 
 | |
|     edges[8].push_back(4); edges[8].push_back(5); // corner points on edge
 | |
|     edges[8].push_back(3); edges[8].push_back(4); // faces on edge
 | |
| 
 | |
|     edges[9].push_back(5); edges[9].push_back(6); // corner points on edge
 | |
|     edges[9].push_back(3); edges[9].push_back(1); // faces on edge
 | |
| 
 | |
|     edges[10].push_back(6);edges[10].push_back(7); // corner points on edge
 | |
|     edges[10].push_back(3);edges[10].push_back(5); // faces on edge
 | |
| 
 | |
|     edges[11].push_back(7); edges[11].push_back(4); // corner points on edge
 | |
|     edges[11].push_back(3); edges[11].push_back(0); // faces on edge
 | |
| }
 | |
| 
 | |
| 
 | |
| ///////////////////////////////////////////////////////////////////////////////////////////////
 | |
| //
 | |
| // ViewDependentData
 | |
| //
 | |
| MWShadowTechnique::ViewDependentData::ViewDependentData(MWShadowTechnique* vdsm):
 | |
|     _viewDependentShadowMap(vdsm)
 | |
| {
 | |
|     OSG_INFO<<"ViewDependentData::ViewDependentData()"<<this<<std::endl;
 | |
|     for (auto& perFrameStateset : _stateset)
 | |
|         perFrameStateset = new osg::StateSet;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::ViewDependentData::releaseGLObjects(osg::State* state) const
 | |
| {
 | |
|     for(ShadowDataList::const_iterator itr = _shadowDataList.begin();
 | |
|         itr != _shadowDataList.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         (*itr)->releaseGLObjects(state);
 | |
|     }
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////////////////////////////////////////
 | |
| //
 | |
| // MWShadowTechnique
 | |
| //
 | |
| MWShadowTechnique::MWShadowTechnique():
 | |
|     ShadowTechnique(),
 | |
|     _enableShadows(false),
 | |
|     _debugHud(nullptr),
 | |
|     _castingPrograms{ nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }
 | |
| {
 | |
|     _shadowRecievingPlaceholderStateSet = new osg::StateSet;
 | |
|     mSetDummyStateWhenDisabled = false;
 | |
| }
 | |
| 
 | |
| MWShadowTechnique::MWShadowTechnique(const MWShadowTechnique& vdsm, const osg::CopyOp& copyop):
 | |
|     ShadowTechnique(vdsm,copyop)
 | |
|     , _castingPrograms(vdsm._castingPrograms)
 | |
| {
 | |
|     _shadowRecievingPlaceholderStateSet = new osg::StateSet;
 | |
|     _enableShadows = vdsm._enableShadows;
 | |
|     mSetDummyStateWhenDisabled = vdsm.mSetDummyStateWhenDisabled;
 | |
| }
 | |
| 
 | |
| MWShadowTechnique::~MWShadowTechnique()
 | |
| {
 | |
|     if (_shadowsBin != nullptr)
 | |
|         osgUtil::RenderBin::removeRenderBinPrototype(_shadowsBin);
 | |
| }
 | |
| 
 | |
| 
 | |
| void MWShadowTechnique::init()
 | |
| {
 | |
|     if (!_shadowedScene) return;
 | |
| 
 | |
|     OSG_INFO<<"MWShadowTechnique::init()"<<std::endl;
 | |
| 
 | |
|     createShaders();
 | |
| 
 | |
|     _dirty = false;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::cleanSceneGraph()
 | |
| {
 | |
|     OSG_INFO<<"MWShadowTechnique::cleanSceneGraph()"<<std::endl;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::enableShadows()
 | |
| {
 | |
|     _enableShadows = true;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::disableShadows(bool setDummyState)
 | |
| {
 | |
|     _enableShadows = false;
 | |
|     mSetDummyStateWhenDisabled = setDummyState;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::enableDebugHUD()
 | |
| {
 | |
|     _debugHud = new DebugHUD(getShadowedScene()->getShadowSettings()->getNumShadowMapsPerLight());
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::disableDebugHUD()
 | |
| {
 | |
|     _debugHud = nullptr;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setSplitPointUniformLogarithmicRatio(double ratio)
 | |
| {
 | |
|     _splitPointUniformLogRatio = ratio;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setSplitPointDeltaBias(double bias)
 | |
| {
 | |
|     _splitPointDeltaBias = bias;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setPolygonOffset(float factor, float units)
 | |
| {
 | |
|     _polygonOffsetFactor = factor;
 | |
|     _polygonOffsetUnits = units;
 | |
| 
 | |
|     if (_polygonOffset)
 | |
|     {
 | |
|         _polygonOffset->setFactor(factor);
 | |
|         _polygonOffset->setUnits(units);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setShadowFadeStart(float shadowFadeStart)
 | |
| {
 | |
|     _shadowFadeStart = shadowFadeStart;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::enableFrontFaceCulling()
 | |
| {
 | |
|     _useFrontFaceCulling = true;
 | |
| 
 | |
|     if (_shadowCastingStateSet)
 | |
|     {
 | |
|         _shadowCastingStateSet->setAttribute(new osg::CullFace(osg::CullFace::FRONT), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
 | |
|         _shadowCastingStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::disableFrontFaceCulling()
 | |
| {
 | |
|     _useFrontFaceCulling = false;
 | |
| 
 | |
|     if (_shadowCastingStateSet)
 | |
|     {
 | |
|         _shadowCastingStateSet->removeAttribute(osg::StateAttribute::CULLFACE);
 | |
|         _shadowCastingStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & shaderManager)
 | |
| {
 | |
|     // This can't be part of the constructor as OSG mandates that there be a trivial constructor available
 | |
| 
 | |
|     osg::ref_ptr<osg::Shader> castingVertexShader = shaderManager.getShader("shadowcasting_vertex.glsl", { }, osg::Shader::VERTEX);
 | |
|     osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
 | |
|     std::string useGPUShader4 = exts && exts->isGpuShader4Supported ? "1" : "0";
 | |
|     for (int alphaFunc = GL_NEVER; alphaFunc <= GL_ALWAYS; ++alphaFunc)
 | |
|     {
 | |
|         auto& program = _castingPrograms[alphaFunc - GL_NEVER];
 | |
|         program = new osg::Program();
 | |
|         program->addShader(castingVertexShader);
 | |
|         program->addShader(shaderManager.getShader("shadowcasting_fragment.glsl", { {"alphaFunc", std::to_string(alphaFunc)},
 | |
|                                                                                     {"alphaToCoverage", "0"},
 | |
|                                                                                     {"adjustCoverage", "1"},
 | |
|                                                                                     {"useGPUShader4", useGPUShader4}
 | |
|                                                                                   }, osg::Shader::FRAGMENT));
 | |
|     }
 | |
| }
 | |
| 
 | |
| MWShadowTechnique::ViewDependentData* MWShadowTechnique::createViewDependentData(osgUtil::CullVisitor* /*cv*/)
 | |
| {
 | |
|     return new ViewDependentData(this);
 | |
| }
 | |
| 
 | |
| MWShadowTechnique::ViewDependentData* MWShadowTechnique::getViewDependentData(osgUtil::CullVisitor* cv)
 | |
| {
 | |
|     std::lock_guard<std::mutex> lock(_viewDependentDataMapMutex);
 | |
|     ViewDependentDataMap::iterator itr = _viewDependentDataMap.find(cv);
 | |
|     if (itr!=_viewDependentDataMap.end()) return itr->second.get();
 | |
| 
 | |
|     osg::ref_ptr<ViewDependentData> vdd = createViewDependentData(cv);
 | |
|     _viewDependentDataMap[cv] = vdd;
 | |
|     return vdd.release();
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::copyShadowMap(osgUtil::CullVisitor& cv, ViewDependentData* lhs, ViewDependentData* rhs)
 | |
| {
 | |
|     // Prepare for rendering shadows using the shadow map owned by rhs.
 | |
| 
 | |
|     // To achieve this i first copy all data that is not specific to this cv's camera and thus read-only,
 | |
|     // trusting openmw and osg won't overwrite that data before this frame is done rendering.
 | |
|     // This works due to the double buffering of CullVisitors by osg, but also requires that cull passes are serialized (relative to one another).
 | |
|     // Then initialize new copies of the data that will be written with view-specific data 
 | |
|     // (the stateset and the texgens).
 | |
| 
 | |
|     lhs->_viewDependentShadowMap = rhs->_viewDependentShadowMap;
 | |
|     auto* stateset = lhs->getStateSet(cv.getTraversalNumber());
 | |
|     stateset->clear();
 | |
|     lhs->_lightDataList = rhs->_lightDataList;
 | |
|     lhs->_numValidShadows = rhs->_numValidShadows;
 | |
| 
 | |
|     ShadowDataList& sdl = lhs->getShadowDataList();
 | |
|     ShadowDataList previous_sdl;
 | |
|     previous_sdl.swap(sdl);
 | |
|     for (const auto& rhs_sd : rhs->getShadowDataList())
 | |
|     {
 | |
|         osg::ref_ptr<ShadowData> lhs_sd;
 | |
| 
 | |
|         if (previous_sdl.empty())
 | |
|         {
 | |
|             OSG_INFO << "Create new ShadowData" << std::endl;
 | |
|             lhs_sd = new ShadowData(lhs);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             OSG_INFO << "Taking ShadowData from from of previous_sdl" << std::endl;
 | |
|             lhs_sd = previous_sdl.front();
 | |
|             previous_sdl.erase(previous_sdl.begin());
 | |
|         }
 | |
|         lhs_sd->_camera = rhs_sd->_camera;
 | |
|         lhs_sd->_textureUnit = rhs_sd->_textureUnit;
 | |
|         lhs_sd->_texture = rhs_sd->_texture;
 | |
|         sdl.push_back(lhs_sd);
 | |
|     }
 | |
| 
 | |
|     assignTexGenSettings(cv, lhs);
 | |
| 
 | |
|     if (lhs->_numValidShadows > 0)
 | |
|     {
 | |
|         prepareStateSetForRenderingShadow(*lhs, cv.getTraversalNumber());
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::setCustomFrustumCallback(CustomFrustumCallback* cfc)
 | |
| {
 | |
|     _customFrustumCallback = cfc;
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::assignTexGenSettings(osgUtil::CullVisitor& cv, ViewDependentData* vdd)
 | |
| {
 | |
|     for (const auto& sd : vdd->getShadowDataList())
 | |
|     {
 | |
|         assignTexGenSettings(&cv, sd->_camera, sd->_textureUnit, sd->_texgen);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::update(osg::NodeVisitor& nv)
 | |
| {
 | |
|     OSG_INFO<<"MWShadowTechnique::update(osg::NodeVisitor& "<<&nv<<")"<<std::endl;
 | |
|     _shadowedScene->osg::Group::traverse(nv);
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
 | |
| {
 | |
| 
 | |
|     if (!_enableShadows)
 | |
|     {
 | |
|         if (mSetDummyStateWhenDisabled)
 | |
|         {
 | |
|             osg::ref_ptr<osg::StateSet> dummyState = new osg::StateSet();
 | |
| 
 | |
|             ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
|             int baseUnit = settings->getBaseShadowTextureUnit();
 | |
|             int endUnit = baseUnit + settings->getNumShadowMapsPerLight();
 | |
|             for (int i = baseUnit; i < endUnit; ++i)
 | |
|             {
 | |
|                 dummyState->setTextureAttributeAndModes(i, _fallbackShadowMapTexture, osg::StateAttribute::ON);
 | |
|                 dummyState->addUniform(new osg::Uniform(("shadowTexture" + std::to_string(i - baseUnit)).c_str(), i));
 | |
|                 dummyState->addUniform(new osg::Uniform(("shadowTextureUnit" + std::to_string(i - baseUnit)).c_str(), i));
 | |
|             }
 | |
| 
 | |
|             cv.pushStateSet(dummyState);
 | |
|         }
 | |
| 
 | |
|         _shadowedScene->osg::Group::traverse(cv);
 | |
| 
 | |
|         if (mSetDummyStateWhenDisabled)
 | |
|             cv.popStateSet();
 | |
| 
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     OSG_INFO<<std::endl<<std::endl<<"MWShadowTechnique::cull(osg::CullVisitor&"<<&cv<<")"<<std::endl;
 | |
| 
 | |
|     if (!_shadowCastingStateSet)
 | |
|     {
 | |
|         OSG_INFO<<"Warning, init() has not yet been called so ShadowCastingStateSet has not been setup yet, unable to create shadows."<<std::endl;
 | |
|         _shadowedScene->osg::Group::traverse(cv);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     ViewDependentData* vdd = getViewDependentData(&cv);
 | |
| 
 | |
|     if (!vdd)
 | |
|     {
 | |
|         OSG_INFO<<"Warning, now ViewDependentData created, unable to create shadows."<<std::endl;
 | |
|         _shadowedScene->osg::Group::traverse(cv);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     OSG_INFO<<"cv->getProjectionMatrix()="<<*cv.getProjectionMatrix()<<std::endl;
 | |
| 
 | |
|     osg::CullSettings::ComputeNearFarMode cachedNearFarMode = cv.getComputeNearFarMode();
 | |
| 
 | |
|     osg::RefMatrix& viewProjectionMatrix = *cv.getProjectionMatrix();
 | |
| 
 | |
|     // check whether this main views projection is perspective or orthographic
 | |
|     bool orthographicViewFrustum = viewProjectionMatrix(0,3)==0.0 &&
 | |
|                                    viewProjectionMatrix(1,3)==0.0 &&
 | |
|                                    viewProjectionMatrix(2,3)==0.0;
 | |
| 
 | |
|     double minZNear = 0.0;
 | |
|     double maxZFar = dbl_max;
 | |
| 
 | |
|     if (cachedNearFarMode==osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         double left, right, top, bottom;
 | |
|         if (orthographicViewFrustum)
 | |
|         {
 | |
|             viewProjectionMatrix.getOrtho(left, right, bottom, top, minZNear, maxZFar);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             viewProjectionMatrix.getFrustum(left, right, bottom, top, minZNear, maxZFar);
 | |
|         }
 | |
|         OSG_INFO<<"minZNear="<<minZNear<<", maxZFar="<<maxZFar<<std::endl;
 | |
|     }
 | |
| 
 | |
|     // set the compute near/far mode to the highest quality setting to ensure we push the near plan out as far as possible
 | |
|     if (settings->getComputeNearFarModeOverride()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         cv.setComputeNearFarMode(settings->getComputeNearFarModeOverride());
 | |
|     }
 | |
| 
 | |
|     // 1. Traverse main scene graph
 | |
|     auto* shadowReceiverStateSet = vdd->getStateSet(cv.getTraversalNumber());
 | |
|     shadowReceiverStateSet->clear();
 | |
|     cv.pushStateSet(shadowReceiverStateSet);
 | |
| 
 | |
|     cullShadowReceivingScene(&cv);
 | |
| 
 | |
|     cv.popStateSet();
 | |
| 
 | |
|     if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         OSG_INFO<<"Just done main subgraph traversak"<<std::endl;
 | |
|         // make sure that the near plane is computed correctly so that any projection matrix computations
 | |
|         // are all done correctly.
 | |
|         cv.computeNearPlane();
 | |
|     }
 | |
|  
 | |
|     // clamp the minZNear and maxZFar to those provided by ShadowSettings
 | |
|     maxZFar = osg::minimum(settings->getMaximumShadowMapDistance(),maxZFar);
 | |
|     if (minZNear>maxZFar) minZNear = maxZFar*settings->getMinimumShadowMapNearFarRatio();
 | |
| 
 | |
|     //OSG_NOTICE<<"maxZFar "<<maxZFar<<std::endl;
 | |
| 
 | |
|     // Workaround for absurdly huge viewing distances where OSG would otherwise push the near plane out.
 | |
|     cv.setNearFarRatio(minZNear / maxZFar);
 | |
| 
 | |
|     Frustum frustum(&cv, minZNear, maxZFar);
 | |
|     if (_customFrustumCallback)
 | |
|     {
 | |
|         OSG_INFO << "Calling custom frustum callback" << std::endl;
 | |
|         osgUtil::CullVisitor* sharedFrustumHint = nullptr;
 | |
|         _customClipSpace.init();
 | |
|         _customFrustumCallback->operator()(cv, _customClipSpace, sharedFrustumHint);
 | |
|         frustum.setCustomClipSpace(_customClipSpace);
 | |
|         if (sharedFrustumHint)
 | |
|         {
 | |
|             // user hinted another view shares its frustum
 | |
|             std::lock_guard<std::mutex> lock(_viewDependentDataMapMutex);
 | |
|             auto itr = _viewDependentDataMap.find(sharedFrustumHint);
 | |
|             if (itr != _viewDependentDataMap.end())
 | |
|             {
 | |
|                 OSG_INFO << "User provided a valid shared frustum hint, re-using previously generated shadow map" << std::endl;
 | |
| 
 | |
|                 copyShadowMap(cv, vdd, itr->second);
 | |
| 
 | |
|                 // return compute near far mode back to it's original settings
 | |
|                 cv.setComputeNearFarMode(cachedNearFarMode);
 | |
|                 return;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO << "User provided a shared frustum hint, but it was not valid." << std::endl;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     frustum.init();
 | |
|     if (_debugHud)
 | |
|     {
 | |
|         osg::ref_ptr<osg::Vec3Array> vertexArray = new osg::Vec3Array();
 | |
|         for (osg::Vec3d &vertex : frustum.corners)
 | |
|             vertexArray->push_back((osg::Vec3)vertex);
 | |
|         _debugHud->setFrustumVertices(vertexArray, cv.getTraversalNumber());
 | |
|     }
 | |
| 
 | |
|     double reducedNear, reducedFar;
 | |
|     if (cv.getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
 | |
|     {
 | |
|         reducedNear = osg::maximum<double>(cv.getCalculatedNearPlane(), minZNear);
 | |
|         reducedFar = osg::minimum<double>(cv.getCalculatedFarPlane(), maxZFar);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         reducedNear = minZNear;
 | |
|         reducedFar = maxZFar;
 | |
|     }
 | |
|  
 | |
|     // return compute near far mode back to it's original settings
 | |
|     cv.setComputeNearFarMode(cachedNearFarMode);
 | |
| 
 | |
|     OSG_INFO<<"frustum.eye="<<frustum.eye<<", frustum.centerNearPlane, "<<frustum.centerNearPlane<<" distance = "<<(frustum.eye-frustum.centerNearPlane).length()<<std::endl;
 | |
| 
 | |
| 
 | |
|     // 2. select active light sources
 | |
|     //    create a list of light sources + their matrices to place them
 | |
|     selectActiveLights(&cv, vdd);
 | |
| 
 | |
| 
 | |
|     unsigned int pos_x = 0;
 | |
|     unsigned int textureUnit = settings->getBaseShadowTextureUnit();
 | |
|     unsigned int numValidShadows = 0;
 | |
| 
 | |
|     ShadowDataList& sdl = vdd->getShadowDataList();
 | |
|     ShadowDataList previous_sdl;
 | |
|     previous_sdl.swap(sdl);
 | |
| 
 | |
|     unsigned int numShadowMapsPerLight = settings->getNumShadowMapsPerLight();
 | |
| 
 | |
|     LightDataList& pll = vdd->getLightDataList();
 | |
|     for(LightDataList::iterator itr = pll.begin();
 | |
|         itr != pll.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         // 3. create per light/per shadow map division of lightspace/frustum
 | |
|         //    create a list of light/shadow map data structures
 | |
| 
 | |
|         LightData& pl = **itr;
 | |
| 
 | |
|         // 3.1 compute light space polytope
 | |
|         //
 | |
|         osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
 | |
| 
 | |
|         // if polytope is empty then no rendering.
 | |
|         if (polytope.empty())
 | |
|         {
 | |
|             OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
 | |
|             continue;
 | |
|         }
 | |
| 
 | |
|         // 3.2 compute RTT camera view+projection matrix settings
 | |
|         //
 | |
|         osg::Matrixd projectionMatrix;
 | |
|         osg::Matrixd viewMatrix;
 | |
|         if (!computeShadowCameraSettings(frustum, pl, projectionMatrix, viewMatrix))
 | |
|         {
 | |
|             OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
 | |
|             continue;
 | |
|         }
 | |
| 
 | |
|         // if we are using multiple shadow maps and CastShadowTraversalMask is being used
 | |
|         // traverse the scene to compute the extents of the objects
 | |
|         if (/*numShadowMapsPerLight>1 &&*/ (_shadowedScene->getCastsShadowTraversalMask() & _worldMask) == 0)
 | |
|         {
 | |
|             // osg::ElapsedTime timer;
 | |
| 
 | |
|             osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0,0,2048,2048);
 | |
|             if (!_clsb) _clsb = new ComputeLightSpaceBounds;
 | |
|             ComputeLightSpaceBounds& clsb = *_clsb;
 | |
|             clsb.reset();
 | |
|             clsb.pushViewport(viewport);
 | |
|             clsb.pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
 | |
|             clsb.pushModelViewMatrix(new osg::RefMatrix(viewMatrix), osg::Transform::ABSOLUTE_RF);
 | |
|             clsb.setTraversalMask(_shadowedScene->getCastsShadowTraversalMask());
 | |
| 
 | |
|             osg::Matrixd invertModelView;
 | |
|             invertModelView.invert(viewMatrix);
 | |
|             osg::Polytope local_polytope(polytope);
 | |
|             local_polytope.transformProvidingInverse(invertModelView);
 | |
| 
 | |
|             osg::CullingSet& cs = clsb.getProjectionCullingStack().back();
 | |
|             cs.setFrustum(local_polytope);
 | |
|             clsb.pushCullingSet();
 | |
| 
 | |
|             _shadowedScene->accept(clsb);
 | |
| 
 | |
|             clsb.popCullingSet();
 | |
| 
 | |
|             clsb.popModelViewMatrix();
 | |
|             clsb.popProjectionMatrix();
 | |
|             clsb.popViewport();
 | |
| 
 | |
|             // OSG_NOTICE<<"Extents of LightSpace "<<clsb._bb.xMin()<<", "<<clsb._bb.xMax()<<", "<<clsb._bb.yMin()<<", "<<clsb._bb.yMax()<<", "<<clsb._bb.zMin()<<", "<<clsb._bb.zMax()<<std::endl;
 | |
|             // OSG_NOTICE<<"  time "<<timer.elapsedTime_m()<<"ms, mask = "<<std::hex<<_shadowedScene->getCastsShadowTraversalMask()<<std::endl;
 | |
| 
 | |
|             if (clsb._bb.xMin()>-1.0f || clsb._bb.xMax()<1.0f || clsb._bb.yMin()>-1.0f || clsb._bb.yMax()<1.0f)
 | |
|             {
 | |
|                 // OSG_NOTICE<<"Need to clamp projection matrix"<<std::endl;
 | |
| 
 | |
| #if 1
 | |
|                 double xMid = (clsb._bb.xMin()+clsb._bb.xMax())*0.5f;
 | |
|                 double xRange = clsb._bb.xMax()-clsb._bb.xMin();
 | |
| #else
 | |
|                 double xMid = 0.0;
 | |
|                 double xRange = 2.0;
 | |
| #endif
 | |
|                 double yMid = (clsb._bb.yMin()+clsb._bb.yMax())*0.5f;
 | |
|                 double yRange = (clsb._bb.yMax()-clsb._bb.yMin());
 | |
| 
 | |
|                 osg::Matrixd cornerConverter = osg::Matrixd::inverse(projectionMatrix) * osg::Matrixd::inverse(viewMatrix) * *cv.getModelViewMatrix();
 | |
|                 double minZ = dbl_max;
 | |
|                 double maxZ = -dbl_max;
 | |
|                 clsb._bb._max[2] = 1.0;
 | |
|                 for (unsigned int i = 0; i < 8; i++)
 | |
|                 {
 | |
|                     osg::Vec3 corner = clsb._bb.corner(i);
 | |
|                     corner = corner * cornerConverter;
 | |
| 
 | |
|                     maxZ = osg::maximum<double>(maxZ, -corner.z());
 | |
|                     minZ = osg::minimum<double>(minZ, -corner.z());
 | |
|                 }
 | |
|                 reducedNear = osg::maximum<double>(reducedNear, minZ);
 | |
|                 reducedFar = osg::minimum<double>(reducedFar, maxZ);
 | |
| 
 | |
|                 // OSG_NOTICE<<"  xMid="<<xMid<<", yMid="<<yMid<<", xRange="<<xRange<<", yRange="<<yRange<<std::endl;
 | |
| 
 | |
|                 projectionMatrix =
 | |
|                     projectionMatrix *
 | |
|                     osg::Matrixd::translate(osg::Vec3d(-xMid,-yMid,0.0)) *
 | |
|                     osg::Matrixd::scale(osg::Vec3d(2.0/xRange, 2.0/yRange,1.0));
 | |
| 
 | |
|             }
 | |
| 
 | |
|         }
 | |
| 
 | |
| #if 0
 | |
|         double splitPoint = 0.0;
 | |
| 
 | |
|         if (numShadowMapsPerLight>1)
 | |
|         {
 | |
|             osg::Vec3d eye_v = frustum.eye * viewMatrix;
 | |
|             osg::Vec3d center_v = frustum.center * viewMatrix;
 | |
|             osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
 | |
|             osg::Vec3d lightdir(0.0,0.0,-1.0);
 | |
| 
 | |
|             double dotProduct_v = lightdir * viewdir_v;
 | |
|             double angle = acosf(dotProduct_v);
 | |
| 
 | |
|             osg::Vec3d eye_ls = eye_v * projectionMatrix;
 | |
| 
 | |
|             OSG_INFO<<"Angle between view vector and eye "<<osg::RadiansToDegrees(angle)<<std::endl;
 | |
|             OSG_INFO<<"eye_ls="<<eye_ls<<std::endl;
 | |
| 
 | |
|             if (eye_ls.y()>=-1.0 && eye_ls.y()<=1.0)
 | |
|             {
 | |
|                 OSG_INFO<<"Eye point inside light space clip region   "<<std::endl;
 | |
|                 splitPoint = 0.0;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 double n = -1.0-eye_ls.y();
 | |
|                 double f = 1.0-eye_ls.y();
 | |
|                 double sqrt_nf = sqrt(n*f);
 | |
|                 double mid = eye_ls.y()+sqrt_nf;
 | |
|                 double ratioOfMidToUseForSplit = 0.8;
 | |
|                 splitPoint = mid * ratioOfMidToUseForSplit;
 | |
| 
 | |
|                 OSG_INFO<<"  n="<<n<<", f="<<f<<", sqrt_nf="<<sqrt_nf<<" mid="<<mid<<std::endl;
 | |
|             }
 | |
|         }
 | |
| #endif
 | |
| 
 | |
|         // 4. For each light/shadow map
 | |
|         for (unsigned int sm_i=0; sm_i<numShadowMapsPerLight; ++sm_i)
 | |
|         {
 | |
|             osg::ref_ptr<ShadowData> sd;
 | |
| 
 | |
|             if (previous_sdl.empty())
 | |
|             {
 | |
|                 OSG_INFO<<"Create new ShadowData"<<std::endl;
 | |
|                 sd = new ShadowData(vdd);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO<<"Taking ShadowData from from of previous_sdl"<<std::endl;
 | |
|                 sd = previous_sdl.front();
 | |
|                 previous_sdl.erase(previous_sdl.begin());
 | |
|             }
 | |
| 
 | |
|             osg::ref_ptr<osg::Camera> camera = sd->_camera;
 | |
| 
 | |
|             camera->setProjectionMatrix(projectionMatrix);
 | |
|             camera->setViewMatrix(viewMatrix);
 | |
| 
 | |
|             if (settings->getDebugDraw())
 | |
|             {
 | |
|                 camera->getViewport()->x() = pos_x;
 | |
|                 pos_x += static_cast<unsigned int>(camera->getViewport()->width()) + 40;
 | |
|             }
 | |
| 
 | |
|             // transform polytope in model coords into light spaces eye coords.
 | |
|             osg::Matrixd invertModelView;
 | |
|             invertModelView.invert(camera->getViewMatrix());
 | |
| 
 | |
|             osg::Polytope local_polytope(polytope);
 | |
|             local_polytope.transformProvidingInverse(invertModelView);
 | |
| 
 | |
|             double cascaseNear = reducedNear;
 | |
|             double cascadeFar = reducedFar;
 | |
|             if (numShadowMapsPerLight>1)
 | |
|             {
 | |
|                 // compute the start and end range in non-dimensional coords
 | |
| #if 0
 | |
|                 double r_start = (sm_i==0) ? -1.0 : (double(sm_i)/double(numShadowMapsPerLight)*2.0-1.0);
 | |
|                 double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : (double(sm_i+1)/double(numShadowMapsPerLight)*2.0-1.0);
 | |
| #elif 0
 | |
| 
 | |
|                 // hardwired for 2 splits
 | |
|                 double r_start = (sm_i==0) ? -1.0 : splitPoint;
 | |
|                 double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : splitPoint;
 | |
| #else
 | |
|                 double r_start, r_end;
 | |
| 
 | |
|                 // split system based on the original Parallel Split Shadow Maps paper.
 | |
|                 double n = reducedNear;
 | |
|                 double f = reducedFar;
 | |
|                 double i = double(sm_i);
 | |
|                 double m = double(numShadowMapsPerLight);
 | |
|                 if (sm_i == 0)
 | |
|                     r_start = -1.0;
 | |
|                 else
 | |
|                 {
 | |
|                     // compute the split point in main camera view
 | |
|                     double ciLog = n * pow(f / n, i / m);
 | |
|                     double ciUniform = n + (f - n) * i / m;
 | |
|                     double ci = _splitPointUniformLogRatio * ciLog + (1.0 - _splitPointUniformLogRatio) * ciUniform + _splitPointDeltaBias;
 | |
|                     cascaseNear = ci;
 | |
| 
 | |
|                     // work out where this is in light space
 | |
|                     osg::Vec3d worldSpacePos = frustum.eye + frustum.frustumCenterLine * ci;
 | |
|                     osg::Vec3d lightSpacePos = worldSpacePos * viewMatrix * projectionMatrix;
 | |
|                     r_start = lightSpacePos.y();
 | |
|                 }
 | |
| 
 | |
|                 if (sm_i + 1 == numShadowMapsPerLight)
 | |
|                     r_end = 1.0;
 | |
|                 else
 | |
|                 {
 | |
|                     // compute the split point in main camera view
 | |
|                     double ciLog = n * pow(f / n, (i + 1) / m);
 | |
|                     double ciUniform = n + (f - n) * (i + 1) / m;
 | |
|                     double ci = _splitPointUniformLogRatio * ciLog + (1.0 - _splitPointUniformLogRatio) * ciUniform + _splitPointDeltaBias;
 | |
|                     cascadeFar = ci;
 | |
|                     
 | |
|                     // work out where this is in light space
 | |
|                     osg::Vec3d worldSpacePos = frustum.eye + frustum.frustumCenterLine * ci;
 | |
|                     osg::Vec3d lightSpacePos = worldSpacePos * viewMatrix * projectionMatrix;
 | |
|                     r_end = lightSpacePos.y();
 | |
|                 }
 | |
| #endif
 | |
|                 // for all by the last shadowmap shift the r_end so that it overlaps slightly with the next shadowmap
 | |
|                 // to prevent a seam showing through between the shadowmaps
 | |
|                 if (sm_i+1<numShadowMapsPerLight) r_end+=0.01;
 | |
| 
 | |
| 
 | |
|                 // We can't add these clipping planes with cascaded shadow maps as they wouldn't be parallel to the light direction.
 | |
| 
 | |
|                 if (settings->getMultipleShadowMapHint() == ShadowSettings::PARALLEL_SPLIT && sm_i>0)
 | |
|                 {
 | |
|                     // not the first shadowmap so insert a polytope to clip the scene from before r_start
 | |
| 
 | |
|                     // plane in clip space coords
 | |
|                     osg::Plane plane(0.0,1.0,0.0,-r_start);
 | |
| 
 | |
|                     // transform into eye coords
 | |
|                     plane.transformProvidingInverse(projectionMatrix);
 | |
|                     local_polytope.getPlaneList().push_back(plane);
 | |
| 
 | |
|                     //OSG_NOTICE<<"Adding r_start plane "<<plane<<std::endl;
 | |
| 
 | |
|                 }
 | |
| 
 | |
|                 if (settings->getMultipleShadowMapHint() == ShadowSettings::PARALLEL_SPLIT && sm_i+1<numShadowMapsPerLight)
 | |
|                 {
 | |
|                     // not the last shadowmap so insert a polytope to clip the scene from beyond r_end
 | |
| 
 | |
|                     // plane in clip space coords
 | |
|                     osg::Plane plane(0.0,-1.0,0.0,r_end);
 | |
| 
 | |
|                     // transform into eye coords
 | |
|                     plane.transformProvidingInverse(projectionMatrix);
 | |
|                     local_polytope.getPlaneList().push_back(plane);
 | |
| 
 | |
|                     //OSG_NOTICE<<"Adding r_end plane "<<plane<<std::endl;
 | |
|                 }
 | |
| 
 | |
|                 local_polytope.setupMask();
 | |
| 
 | |
|                 if (settings->getMultipleShadowMapHint() == ShadowSettings::PARALLEL_SPLIT)
 | |
|                 {
 | |
|                     // OSG_NOTICE<<"Need to adjust RTT camera projection and view matrix here, r_start="<<r_start<<", r_end="<<r_end<<std::endl;
 | |
|                     // OSG_NOTICE<<"  textureUnit = "<<textureUnit<<std::endl;
 | |
| 
 | |
|                     double mid_r = (r_start + r_end)*0.5;
 | |
|                     double range_r = (r_end - r_start);
 | |
| 
 | |
|                     // OSG_NOTICE<<"  mid_r = "<<mid_r<<", range_r = "<<range_r<<std::endl;
 | |
| 
 | |
|                     camera->setProjectionMatrix(
 | |
|                         camera->getProjectionMatrix() *
 | |
|                         osg::Matrixd::translate(osg::Vec3d(0.0,-mid_r,0.0)) *
 | |
|                         osg::Matrixd::scale(osg::Vec3d(1.0,2.0/range_r,1.0)));
 | |
|                     
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             std::vector<osg::Plane> extraPlanes;
 | |
|             if (settings->getMultipleShadowMapHint() == ShadowSettings::CASCADED)
 | |
|             {
 | |
|                 cropShadowCameraToMainFrustum(frustum, camera, cascaseNear, cascadeFar, extraPlanes);
 | |
|                 for (const auto& plane : extraPlanes)
 | |
|                     local_polytope.getPlaneList().push_back(plane);
 | |
|                 local_polytope.setupMask();
 | |
|             }
 | |
|             else
 | |
|                 cropShadowCameraToMainFrustum(frustum, camera, reducedNear, reducedFar, extraPlanes);
 | |
| 
 | |
|             osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, local_polytope);
 | |
|             camera->setCullCallback(vdsmCallback.get());
 | |
| 
 | |
|             // 4.3 traverse RTT camera
 | |
|             //
 | |
| 
 | |
|             cv.pushStateSet(_shadowCastingStateSet.get());
 | |
| 
 | |
|             cullShadowCastingScene(&cv, camera.get());
 | |
| 
 | |
|             cv.popStateSet();
 | |
| 
 | |
|             if (!orthographicViewFrustum && settings->getShadowMapProjectionHint()==ShadowSettings::PERSPECTIVE_SHADOW_MAP)
 | |
|             {
 | |
|                 {
 | |
|                     osg::Matrix validRegionMatrix = cv.getCurrentCamera()->getInverseViewMatrix() *  camera->getViewMatrix() * camera->getProjectionMatrix();
 | |
| 
 | |
|                     std::string validRegionUniformName = "validRegionMatrix" + std::to_string(sm_i);
 | |
|                     osg::ref_ptr<osg::Uniform> validRegionUniform;
 | |
| 
 | |
|                     for (const auto & uniform : _uniforms[cv.getTraversalNumber() % 2])
 | |
|                     {
 | |
|                         if (uniform->getName() == validRegionUniformName)
 | |
|                             validRegionUniform = uniform;
 | |
|                     }
 | |
| 
 | |
|                     if (!validRegionUniform)
 | |
|                     {
 | |
|                         validRegionUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, validRegionUniformName);
 | |
|                         _uniforms[cv.getTraversalNumber() % 2].push_back(validRegionUniform);
 | |
|                     }
 | |
| 
 | |
|                     validRegionUniform->set(validRegionMatrix);
 | |
|                 }
 | |
| 
 | |
|                 if (settings->getMultipleShadowMapHint() == ShadowSettings::CASCADED)
 | |
|                     adjustPerspectiveShadowMapCameraSettings(vdsmCallback->getRenderStage(), frustum, pl, camera.get(), cascaseNear, cascadeFar);
 | |
|                 else
 | |
|                     adjustPerspectiveShadowMapCameraSettings(vdsmCallback->getRenderStage(), frustum, pl, camera.get(), reducedNear, reducedFar);
 | |
|                 if (vdsmCallback->getProjectionMatrix())
 | |
|                 {
 | |
|                     vdsmCallback->getProjectionMatrix()->set(camera->getProjectionMatrix());
 | |
|                 }
 | |
|             }
 | |
|  
 | |
|             // 4.4 compute main scene graph TexGen + uniform settings + setup state
 | |
|             //
 | |
|             assignTexGenSettings(&cv, camera.get(), textureUnit, sd->_texgen.get());
 | |
| 
 | |
|             // mark the light as one that has active shadows and requires shaders
 | |
|             pl.textureUnits.push_back(textureUnit);
 | |
| 
 | |
|             // pass on shadow data to ShadowDataList
 | |
|             sd->_textureUnit = textureUnit;
 | |
| 
 | |
|             if (textureUnit >= 8)
 | |
|             {
 | |
|                 OSG_NOTICE<<"Shadow texture unit is invalid for texgen, will not be used."<<std::endl;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 sdl.push_back(sd);
 | |
|             }
 | |
| 
 | |
|             // increment counters.
 | |
|             ++textureUnit;
 | |
|             ++numValidShadows ;
 | |
| 
 | |
|             if (_debugHud)
 | |
|                 _debugHud->draw(sd->_texture, sm_i, camera->getViewMatrix() * camera->getProjectionMatrix(), cv);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     vdd->setNumValidShadows(numValidShadows);
 | |
| 
 | |
|     if (numValidShadows>0)
 | |
|     {
 | |
|         prepareStateSetForRenderingShadow(*vdd, cv.getTraversalNumber());
 | |
|     }
 | |
| 
 | |
|     // OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
 | |
| }
 | |
| 
 | |
| bool MWShadowTechnique::selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const
 | |
| {
 | |
|     OSG_INFO<<"selectActiveLights"<<std::endl;
 | |
| 
 | |
|     LightDataList& pll = vdd->getLightDataList();
 | |
| 
 | |
|     LightDataList previous_ldl;
 | |
|     previous_ldl.swap(pll);
 | |
| 
 | |
|     //MR testing giving a specific light
 | |
|     osgUtil::RenderStage * rs = cv->getCurrentRenderBin()->getStage();
 | |
| 
 | |
|     OSG_INFO<<"selectActiveLights osgUtil::RenderStage="<<rs<<std::endl;
 | |
| 
 | |
|     osg::Matrixd modelViewMatrix = *(cv->getModelViewMatrix());
 | |
| 
 | |
|     osgUtil::PositionalStateContainer::AttrMatrixList& aml =
 | |
|         rs->getPositionalStateContainer()->getAttrMatrixList();
 | |
| 
 | |
| 
 | |
|     const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     for(osgUtil::PositionalStateContainer::AttrMatrixList::reverse_iterator itr = aml.rbegin();
 | |
|         itr != aml.rend();
 | |
|         ++itr)
 | |
|     {
 | |
|         const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
 | |
|         if (light && light->getLightNum() >= 0)
 | |
|         {
 | |
|             // is LightNum matched to that defined in settings
 | |
|             if (settings && settings->getLightNum()>=0 && light->getLightNum()!=settings->getLightNum()) continue;
 | |
| 
 | |
|             LightDataList::iterator pll_itr = pll.begin();
 | |
|             for(; pll_itr != pll.end(); ++pll_itr)
 | |
|             {
 | |
|                 if ((*pll_itr)->light->getLightNum()==light->getLightNum()) break;
 | |
|             }
 | |
| 
 | |
|             if (pll_itr==pll.end())
 | |
|             {
 | |
|                 OSG_INFO<<"Light num "<<light->getLightNum()<<std::endl;
 | |
|                 LightData* ld = new LightData(vdd);
 | |
|                 ld->setLightData(itr->second.get(), light, modelViewMatrix);
 | |
|                 pll.push_back(ld);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO<<"Light num "<<light->getLightNum()<<" already used, ignore light"<<std::endl;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     return !pll.empty();
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::createShaders()
 | |
| {
 | |
|     OSG_INFO<<"MWShadowTechnique::createShaders()"<<std::endl;
 | |
| 
 | |
|     unsigned int _baseTextureUnit = 0;
 | |
| 
 | |
|     _shadowCastingStateSet = new osg::StateSet;
 | |
| 
 | |
|     ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     if (!settings->getDebugDraw())
 | |
|     {
 | |
|         // note soft (attribute only no mode override) setting. When this works ?
 | |
|         // 1. for objects prepared for backface culling
 | |
|         //    because they usually also set CullFace and CullMode on in their state
 | |
|         //    For them we override CullFace but CullMode remains set by them
 | |
|         // 2. For one faced, trees, and similar objects which cannot use
 | |
|         //    backface nor front face so they usually use CullMode off set here.
 | |
|         //    In this case we will draw them in their entirety.
 | |
| 
 | |
|         if (_useFrontFaceCulling)
 | |
|         {
 | |
|             _shadowCastingStateSet->setAttribute(new osg::CullFace(osg::CullFace::FRONT), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
 | |
| 
 | |
|             // make sure GL_CULL_FACE is off by default
 | |
|             // we assume that if object has cull face attribute set to back
 | |
|             // it will also set cull face mode ON so no need for override
 | |
|             _shadowCastingStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
 | |
|         }
 | |
|         else
 | |
|             _shadowCastingStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
 | |
|     }
 | |
| 
 | |
|     _polygonOffset = new osg::PolygonOffset(_polygonOffsetFactor, _polygonOffsetUnits);
 | |
|     _shadowCastingStateSet->setAttribute(_polygonOffset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
 | |
|     _shadowCastingStateSet->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
 | |
| 
 | |
| 
 | |
|     osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("baseTexture",(int)_baseTextureUnit);
 | |
|     osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
 | |
| 
 | |
|     osg::ref_ptr<osg::Uniform> maxDistance = new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance());
 | |
|     osg::ref_ptr<osg::Uniform> fadeStart = new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart);
 | |
| 
 | |
|     for (auto& perFrameUniformList : _uniforms)
 | |
|     {
 | |
|         perFrameUniformList.clear();
 | |
|         perFrameUniformList.push_back(baseTextureSampler);
 | |
|         perFrameUniformList.emplace_back(baseTextureUnit.get());
 | |
|         perFrameUniformList.push_back(maxDistance);
 | |
|         perFrameUniformList.push_back(fadeStart);
 | |
|     }
 | |
| 
 | |
|     for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
 | |
|     {
 | |
|         {
 | |
|             std::stringstream sstr;
 | |
|             sstr<<"shadowTexture"<<sm_i;
 | |
|             osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
 | |
|             for (auto& perFrameUniformList : _uniforms)
 | |
|                 perFrameUniformList.emplace_back(shadowTextureSampler.get());
 | |
|         }
 | |
| 
 | |
|         {
 | |
|             std::stringstream sstr;
 | |
|             sstr<<"shadowTextureUnit"<<sm_i;
 | |
|             osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
 | |
|             for (auto& perFrameUniformList : _uniforms)
 | |
|                 perFrameUniformList.emplace_back(shadowTextureUnit.get());
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     switch(settings->getShaderHint())
 | |
|     {
 | |
|         case(ShadowSettings::NO_SHADERS):
 | |
|         {
 | |
|             OSG_INFO<<"No shaders provided by, user must supply own shaders"<<std::endl;
 | |
|             break;
 | |
|         }
 | |
|         case(ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER):
 | |
|         case(ShadowSettings::PROVIDE_FRAGMENT_SHADER):
 | |
|         {
 | |
|             _program = new osg::Program;
 | |
| 
 | |
|             //osg::ref_ptr<osg::Shader> fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
 | |
|             if (settings->getNumShadowMapsPerLight()==2)
 | |
|             {
 | |
|                 _program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture_twoShadowMaps));
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 _program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture));
 | |
|             }
 | |
| 
 | |
|             break;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     {
 | |
|         osg::ref_ptr<osg::Image> image = new osg::Image;
 | |
|         image->allocateImage( 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE );
 | |
|         *(osg::Vec4ub*)image->data() = osg::Vec4ub( 0xFF, 0xFF, 0xFF, 0xFF );
 | |
| 
 | |
|         _fallbackBaseTexture = new osg::Texture2D(image.get());
 | |
|         _fallbackBaseTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
 | |
|         _fallbackBaseTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
 | |
|         _fallbackBaseTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
 | |
|         _fallbackBaseTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
 | |
| 
 | |
|         _fallbackShadowMapTexture = new osg::Texture2D(image.get());
 | |
|         _fallbackShadowMapTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
 | |
|         _fallbackShadowMapTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
 | |
|         _fallbackShadowMapTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
 | |
|         _fallbackShadowMapTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
 | |
|         _fallbackShadowMapTexture->setShadowComparison(true);
 | |
|         _fallbackShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
 | |
| 
 | |
|     }
 | |
| 
 | |
|     if (!_castingPrograms[GL_ALWAYS - GL_NEVER])
 | |
|         OSG_NOTICE << "Shadow casting shader has not been set up. Remember to call setupCastingShader(Shader::ShaderManager &)" << std::endl;
 | |
| 
 | |
|     // Always use the GL_ALWAYS shader as the shadows bin will change it if necessary
 | |
|     _shadowCastingStateSet->setAttributeAndModes(_castingPrograms[GL_ALWAYS - GL_NEVER], osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
 | |
|     // The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied
 | |
|     _shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
 | |
|     _shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
 | |
|     _shadowCastingStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
 | |
|     osg::ref_ptr<osg::Depth> depth = new osg::Depth;
 | |
|     depth->setWriteMask(true);
 | |
|     osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::NEGATIVE_ONE_TO_ONE);
 | |
|     _shadowCastingStateSet->setAttribute(clipcontrol, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
 | |
|     _shadowCastingStateSet->setAttribute(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
 | |
|     _shadowCastingStateSet->setMode(GL_DEPTH_CLAMP, osg::StateAttribute::ON);
 | |
| 
 | |
|     // TODO: compare performance when alpha testing is handled here versus using a discard in the fragment shader
 | |
| }
 | |
| 
 | |
| osg::Polytope MWShadowTechnique::computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight)
 | |
| {
 | |
|     OSG_INFO<<"computeLightViewFrustumPolytope()"<<std::endl;
 | |
| 
 | |
|     osg::Polytope polytope;
 | |
|     if (frustum.useCustomClipSpace)
 | |
|     {
 | |
|         polytope.setToBoundingBox(frustum.customClipSpace);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         polytope.setToUnitFrustum();
 | |
|     }
 | |
| 
 | |
|     polytope.transformProvidingInverse( frustum.projectionMatrix );
 | |
|     polytope.transformProvidingInverse( frustum.modelViewMatrix );
 | |
| 
 | |
|     osg::Polytope lightVolumePolytope;
 | |
| 
 | |
|     if (positionedLight.directionalLight)
 | |
|     {
 | |
|         osg::Polytope::PlaneList& planes = polytope.getPlaneList();
 | |
|         osg::Polytope::ClippingMask selector_mask = 0x1;
 | |
|         osg::Polytope::ClippingMask result_mask = 0x0;
 | |
|         for(unsigned int i=0; i<planes.size(); ++i, selector_mask <<= 1)
 | |
|         {
 | |
|             OSG_INFO<<"      plane "<<planes[i]<<"  planes["<<i<<"].dotProductNormal(lightDir)="<<planes[i].dotProductNormal(positionedLight.lightDir);
 | |
|             if (planes[i].dotProductNormal(positionedLight.lightDir)>=0.0)
 | |
|             {
 | |
|                 OSG_INFO<<"     Need remove side "<<i<<std::endl;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO<<std::endl;
 | |
|                 lightVolumePolytope.add(planes[i]);
 | |
|                 result_mask = result_mask | selector_mask;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         OSG_INFO<<"    planes.size() = "<<planes.size()<<std::endl;
 | |
|         OSG_INFO<<"    planes.getResultMask() = "<<polytope.getResultMask()<<std::endl;
 | |
|         OSG_INFO<<"    resultMask = "<<result_mask<<std::endl;
 | |
|         polytope.setResultMask(result_mask);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         const osg::Polytope::PlaneList& planes = polytope.getPlaneList();
 | |
|         osg::Polytope::ClippingMask selector_mask = 0x1;
 | |
|         osg::Polytope::ClippingMask result_mask = 0x0;
 | |
|         for(unsigned int i=0; i<planes.size(); ++i, selector_mask <<= 1)
 | |
|         {
 | |
| 
 | |
|             double d = planes[i].distance(positionedLight.lightPos3);
 | |
|             OSG_INFO<<"      plane "<<planes[i]<<"  planes["<<i<<"].distance(lightPos3)="<<d;
 | |
|             if (d<0.0)
 | |
|             {
 | |
|                 OSG_INFO<<"     Need remove side "<<i<<std::endl;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO<<std::endl;
 | |
|                 lightVolumePolytope.add(planes[i]);
 | |
|                 result_mask = result_mask | selector_mask;
 | |
|             }
 | |
|         }
 | |
|         OSG_INFO<<"    planes.size() = "<<planes.size()<<std::endl;
 | |
|         OSG_INFO<<"    planes.getResultMask() = "<<polytope.getResultMask()<<std::endl;
 | |
|         OSG_INFO<<"    resultMask = "<<result_mask<<std::endl;
 | |
|         polytope.setResultMask(result_mask);
 | |
|     }
 | |
| 
 | |
|     OSG_INFO<<"Which frustum edges are active?"<<std::endl;
 | |
|     for(unsigned int i=0; i<12; ++i)
 | |
|     {
 | |
|         Frustum::Indices& indices = frustum.edges[i];
 | |
| 
 | |
|         unsigned int corner_a = indices[0];
 | |
|         unsigned int corner_b = indices[1];
 | |
|         unsigned int face_a = indices[2];
 | |
|         unsigned int face_b = indices[3];
 | |
|         bool face_a_active = (polytope.getResultMask()&(0x1<<face_a))!=0;
 | |
|         bool face_b_active = (polytope.getResultMask()&(0x1<<face_b))!=0;
 | |
|         unsigned int numActive = 0;
 | |
|         if (face_a_active) ++numActive;
 | |
|         if (face_b_active) ++numActive;
 | |
|         if (numActive==1)
 | |
|         {
 | |
| 
 | |
|             osg::Plane boundaryPlane;
 | |
| 
 | |
|             if (positionedLight.directionalLight)
 | |
|             {
 | |
|                 osg::Vec3d normal = (frustum.corners[corner_b]-frustum.corners[corner_a])^positionedLight.lightDir;
 | |
|                 normal.normalize();
 | |
|                 boundaryPlane.set(normal, frustum.corners[corner_a]);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 boundaryPlane.set(positionedLight.lightPos3, frustum.corners[corner_a], frustum.corners[corner_b]);
 | |
|             }
 | |
| 
 | |
|             OSG_INFO<<"Boundary Edge "<<i<<", corner_a="<<corner_a<<", corner_b="<<corner_b<<", face_a_active="<<face_a_active<<", face_b_active="<<face_b_active;
 | |
|             if (boundaryPlane.distance(frustum.center)<0.0)
 | |
|             {
 | |
|                 boundaryPlane.flip();
 | |
|                 OSG_INFO<<", flipped boundary edge "<<boundaryPlane<<std::endl;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 OSG_INFO<<", no need to flip boundary edge "<<boundaryPlane<<std::endl;
 | |
|             }
 | |
|             lightVolumePolytope.add(boundaryPlane);
 | |
|         }
 | |
|         else OSG_INFO<<"Internal Edge "<<i<<", corner_a="<<corner_a<<", corner_b="<<corner_b<<", face_a_active="<<face_a_active<<", face_b_active="<<face_b_active<<std::endl;
 | |
|     }
 | |
| 
 | |
| 
 | |
|     const osg::Polytope::PlaneList& planes = lightVolumePolytope.getPlaneList();
 | |
|     for(unsigned int i=0; i<planes.size(); ++i)
 | |
|     {
 | |
|         OSG_INFO<<"      plane "<<planes[i]<<"  "<<((lightVolumePolytope.getResultMask() & (0x1<<i))?"on":"off")<<std::endl;
 | |
|     }
 | |
| 
 | |
|     return lightVolumePolytope;
 | |
| }
 | |
| 
 | |
| bool MWShadowTechnique::computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix)
 | |
| {
 | |
|     OSG_INFO<<"standardShadowMapCameraSettings()"<<std::endl;
 | |
| 
 | |
|     osg::Vec3d lightSide;
 | |
| 
 | |
|     const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     double dotProduct_v = positionedLight.lightDir * frustum.frustumCenterLine;
 | |
|     double gamma_v = acos(dotProduct_v);
 | |
|     if (gamma_v<osg::DegreesToRadians(settings->getPerspectiveShadowMapCutOffAngle()) || gamma_v>osg::DegreesToRadians(180.0-settings->getPerspectiveShadowMapCutOffAngle()))
 | |
|     {
 | |
|         OSG_INFO<<"View direction and Light direction below tolerance"<<std::endl;
 | |
|         osg::Vec3d viewSide = osg::Matrixd::transform3x3(frustum.modelViewMatrix, osg::Vec3d(1.0,0.0,0.0));
 | |
|         lightSide = positionedLight.lightDir ^ (viewSide ^ positionedLight.lightDir);
 | |
|         lightSide.normalize();
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         lightSide = positionedLight.lightDir ^ frustum.frustumCenterLine;
 | |
|         lightSide.normalize();
 | |
|     }
 | |
| 
 | |
|     osg::Vec3d lightUp = lightSide ^ positionedLight.lightDir;
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"positionedLight.lightDir="<<positionedLight.lightDir<<std::endl;
 | |
|     OSG_NOTICE<<"lightSide="<<lightSide<<std::endl;
 | |
|     OSG_NOTICE<<"lightUp="<<lightUp<<std::endl;
 | |
| #endif
 | |
| 
 | |
| 
 | |
|     if (positionedLight.directionalLight)
 | |
|     {
 | |
|         double xMin=0.0, xMax=0.0;
 | |
|         double yMin=0.0, yMax=0.0;
 | |
|         double zMin=0.0, zMax=0.0;
 | |
| 
 | |
|         for(Frustum::Vertices::iterator itr = frustum.corners.begin();
 | |
|             itr != frustum.corners.end();
 | |
|             ++itr)
 | |
|         {
 | |
|             osg::Vec3d cornerDelta(*itr - frustum.center);
 | |
|             osg::Vec3d cornerInLightCoords(cornerDelta*lightSide,
 | |
|                                            cornerDelta*lightUp,
 | |
|                                            cornerDelta*positionedLight.lightDir);
 | |
| 
 | |
|             OSG_INFO<<"    corner ="<<*itr<<" in lightcoords "<<cornerInLightCoords<<std::endl;
 | |
| 
 | |
|             xMin = osg::minimum( xMin, cornerInLightCoords.x());
 | |
|             xMax = osg::maximum( xMax, cornerInLightCoords.x());
 | |
|             yMin = osg::minimum( yMin, cornerInLightCoords.y());
 | |
|             yMax = osg::maximum( yMax, cornerInLightCoords.y());
 | |
|             zMin = osg::minimum( zMin, cornerInLightCoords.z());
 | |
|             zMax = osg::maximum( zMax, cornerInLightCoords.z());
 | |
|         }
 | |
| 
 | |
|         OSG_INFO<<"before bs xMin="<<xMin<<", xMax="<<xMax<<", yMin="<<yMin<<", yMax="<<yMax<<", zMin="<<zMin<<", zMax="<<zMax<<std::endl;
 | |
| 
 | |
|         osg::BoundingSphere bs = _shadowedScene->getBound();
 | |
|         osg::Vec3d modelCenterRelativeFrustumCenter(bs.center()-frustum.center);
 | |
|         osg::Vec3d modelCenterInLightCoords(modelCenterRelativeFrustumCenter*lightSide,
 | |
|                                             modelCenterRelativeFrustumCenter*lightUp,
 | |
|                                             modelCenterRelativeFrustumCenter*positionedLight.lightDir);
 | |
| 
 | |
|         OSG_INFO<<"modelCenterInLight="<<modelCenterInLightCoords<<" radius="<<bs.radius()<<std::endl;
 | |
|         double radius(bs.radius());
 | |
| 
 | |
|         xMin = osg::maximum(xMin, modelCenterInLightCoords.x()-radius);
 | |
|         xMax = osg::minimum(xMax, modelCenterInLightCoords.x()+radius);
 | |
|         yMin = osg::maximum(yMin, modelCenterInLightCoords.y()-radius);
 | |
|         yMax = osg::minimum(yMax, modelCenterInLightCoords.y()+radius);
 | |
|         zMin = modelCenterInLightCoords.z()-radius;
 | |
|         zMax = osg::minimum(zMax, modelCenterInLightCoords.z()+radius);
 | |
| 
 | |
|         OSG_INFO<<"after bs xMin="<<xMin<<", xMax="<<xMax<<", yMin="<<yMin<<", yMax="<<yMax<<", zMin="<<zMin<<", zMax="<<zMax<<std::endl;
 | |
| 
 | |
|         if (xMin>=xMax || yMin>=yMax || zMin>=zMax)
 | |
|         {
 | |
|             OSG_INFO<<"Warning nothing available to create shadows"<<zMax<<std::endl;
 | |
|             return false;
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             projectionMatrix.makeOrtho(xMin,xMax, yMin, yMax,0.0,zMax-zMin);
 | |
|             viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center+positionedLight.lightDir*zMax, lightUp);
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         double zMax=-dbl_max;
 | |
| 
 | |
|         OSG_INFO<<"lightDir = "<<positionedLight.lightDir<<std::endl;
 | |
|         OSG_INFO<<"lightPos3 = "<<positionedLight.lightPos3<<std::endl;
 | |
|         for(Frustum::Vertices::iterator itr = frustum.corners.begin();
 | |
|             itr != frustum.corners.end();
 | |
|             ++itr)
 | |
|         {
 | |
|             osg::Vec3d cornerDelta(*itr - positionedLight.lightPos3);
 | |
|             osg::Vec3d cornerInLightCoords(cornerDelta*lightSide,
 | |
|                                            cornerDelta*lightUp,
 | |
|                                            cornerDelta*positionedLight.lightDir);
 | |
| 
 | |
|             OSG_INFO<<"   cornerInLightCoords= "<<cornerInLightCoords<<std::endl;
 | |
| 
 | |
|             zMax = osg::maximum( zMax, cornerInLightCoords.z());
 | |
|         }
 | |
| 
 | |
|         OSG_INFO<<"zMax = "<<zMax<<std::endl;
 | |
| 
 | |
|         if (zMax<0.0)
 | |
|         {
 | |
|             // view frustum entirely behind light
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
|         double minRatio = 0.0001;
 | |
|         double zMin=zMax*minRatio;
 | |
| 
 | |
|         double fov = positionedLight.light->getSpotCutoff() * 2.0;
 | |
|         if(fov < 180.0)   // spotlight
 | |
|         {
 | |
|             projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
 | |
|             viewMatrix.makeLookAt(positionedLight.lightPos3,
 | |
|                                           positionedLight.lightPos3+positionedLight.lightDir, lightUp);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             double fovMAX = 160.0f;
 | |
|             fov = 0.0;
 | |
| 
 | |
|             // calculate the max FOV from the corners of the frustum relative to the light position
 | |
|             for(Frustum::Vertices::iterator itr = frustum.corners.begin();
 | |
|                 itr != frustum.corners.end();
 | |
|                 ++itr)
 | |
|             {
 | |
|                 osg::Vec3d cornerDelta(*itr - positionedLight.lightPos3);
 | |
|                 double length = cornerDelta.length();
 | |
| 
 | |
|                 if (length==0.0) fov = osg::minimum(fov, 180.0);
 | |
|                 else
 | |
|                 {
 | |
|                     double dotProduct = cornerDelta*positionedLight.lightDir;
 | |
|                     double angle = 2.0*osg::RadiansToDegrees( acos(dotProduct/length) );
 | |
|                     fov = osg::maximum(fov, angle);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             OSG_INFO<<"Computed fov = "<<fov<<std::endl;
 | |
| 
 | |
|             if (fov>fovMAX)
 | |
|             {
 | |
|                 OSG_INFO<<"Clampping fov = "<<fov<<std::endl;
 | |
|                 fov=fovMAX;
 | |
|             }
 | |
| 
 | |
|             projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
 | |
|             viewMatrix.makeLookAt(positionedLight.lightPos3,
 | |
|                                   positionedLight.lightPos3+positionedLight.lightDir, lightUp);
 | |
| 
 | |
|         }
 | |
|     }
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| struct ConvexHull
 | |
| {
 | |
|     typedef std::vector<osg::Vec3d> Vertices;
 | |
|     typedef std::pair<osg::Vec3d, osg::Vec3d> Edge;
 | |
|     typedef std::vector<Edge> Edges;
 | |
|     typedef std::vector<osg::Vec3d> VertexSet;
 | |
| 
 | |
|     Edges _edges;
 | |
| 
 | |
|     bool valid() const { return !_edges.empty(); }
 | |
| 
 | |
|     void setToFrustum(MWShadowTechnique::Frustum& frustum)
 | |
|     {
 | |
|         _edges.emplace_back(frustum.corners[0], frustum.corners[1]);
 | |
|         _edges.emplace_back(frustum.corners[1], frustum.corners[2]);
 | |
|         _edges.emplace_back(frustum.corners[2], frustum.corners[3]);
 | |
|         _edges.emplace_back(frustum.corners[3], frustum.corners[0]);
 | |
| 
 | |
|         _edges.emplace_back(frustum.corners[4], frustum.corners[5]);
 | |
|         _edges.emplace_back(frustum.corners[5], frustum.corners[6]);
 | |
|         _edges.emplace_back(frustum.corners[6], frustum.corners[7]);
 | |
|         _edges.emplace_back(frustum.corners[7], frustum.corners[4]);
 | |
| 
 | |
|         _edges.emplace_back(frustum.corners[0], frustum.corners[4]);
 | |
|         _edges.emplace_back(frustum.corners[1], frustum.corners[5]);
 | |
|         _edges.emplace_back(frustum.corners[2], frustum.corners[6]);
 | |
|         _edges.emplace_back(frustum.corners[3], frustum.corners[7]);
 | |
|     }
 | |
| 
 | |
|     struct ConvexHull2D
 | |
|     {
 | |
|         // Implementation based on https://en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain#C++
 | |
|         typedef osg::Vec3d Point;
 | |
| 
 | |
|         static double cross(const Point &O, const Point &A, const Point &B)
 | |
|         {
 | |
|             return (A.x() - O.x())*(B.y() - O.y()) - (A.y() - O.y())*(B.x() - O.x());
 | |
|         }
 | |
| 
 | |
|         // Calculates the 2D convex hull and returns it as a vector containing the points in CCW order with the first and last point being the same.
 | |
|         static Vertices convexHull(const VertexSet &P)
 | |
|         {
 | |
|             size_t n = P.size(), k = 0;
 | |
|             if (n <= 3)
 | |
|                 return Vertices(P.cbegin(), P.cend());
 | |
| 
 | |
|             Vertices H(2 * n);
 | |
| 
 | |
|             // Points are already sorted in a std::set
 | |
| 
 | |
|             // Build lower hull
 | |
|             for(const auto& vert : P)
 | |
|             {
 | |
|                 while (k >= 2 && cross(H[k - 2], H[k - 1], vert) <= 0)
 | |
|                     k--;
 | |
|                 H[k++] = vert;
 | |
|             }
 | |
| 
 | |
|             // Build upper hull
 | |
|             size_t t = k + 1;
 | |
|             for (auto pItr = std::next(P.crbegin()); pItr != P.crend(); ++pItr)
 | |
|             {
 | |
|                 while (k >= t && cross(H[k - 2], H[k - 1], *pItr) <= 0)
 | |
|                     k--;
 | |
|                 H[k++] = *pItr;
 | |
|             }
 | |
| 
 | |
|             H.resize(k - 1);
 | |
|             return H;
 | |
|         }
 | |
|     };
 | |
| 
 | |
|     Vertices findInternalEdges(const osg::Vec3d& mainVertex, const Vertices& connectedVertices)
 | |
|     {
 | |
|         Vertices internalEdgeVertices;
 | |
|         for (const auto& vertex : connectedVertices)
 | |
|         {
 | |
|             osg::Matrixd matrix;
 | |
|             osg::Vec3d dir = vertex - mainVertex;
 | |
|             matrix.makeLookAt(mainVertex, vertex, dir.z() == 0 ? osg::Vec3d(0, 0, 1) : osg::Vec3d(1, 0, 0));
 | |
|             Vertices testVertices;
 | |
|             for (const auto& testVertex : connectedVertices)
 | |
|             {
 | |
|                 if (vertex != testVertex)
 | |
|                     testVertices.push_back(testVertex);
 | |
|             }
 | |
|             std::vector<double> bearings;
 | |
|             for (const auto& testVertex : testVertices)
 | |
|             {
 | |
|                 osg::Vec3d transformedVertex = testVertex * matrix;
 | |
|                 bearings.push_back(atan2(transformedVertex.y(), transformedVertex.x()));
 | |
|             }
 | |
|             std::sort(bearings.begin(), bearings.end());
 | |
|             bool keep = false;
 | |
|             for (auto itr = bearings.begin(); itr + 1 != bearings.end(); ++itr)
 | |
|             {
 | |
|                 if (*itr + osg::PI < *(itr + 1))
 | |
|                 {
 | |
|                     keep = true;
 | |
|                     break;
 | |
|                 }
 | |
|             }
 | |
|             if (!keep && bearings[0] + osg::PI > bearings.back())
 | |
|                 keep = true;
 | |
|             if (!keep)
 | |
|                 internalEdgeVertices.push_back(vertex);
 | |
|         }
 | |
|         return internalEdgeVertices;
 | |
|     }
 | |
| 
 | |
|     void extendTowardsNegativeZ()
 | |
|     {
 | |
|         // Collect the set of vertices
 | |
|         VertexSet vertices;
 | |
|         for (const Edge& edge : _edges)
 | |
|         {
 | |
|             vertices.emplace_back(edge.first);
 | |
|             vertices.emplace_back(edge.second);
 | |
|         }
 | |
| 
 | |
|         // Sort and make unique.
 | |
|         std::sort(vertices.begin(), vertices.end());
 | |
|         vertices.erase(std::unique(vertices.begin(), vertices.end()), vertices.end());
 | |
| 
 | |
|         if (vertices.size() == 0)
 | |
|             return;
 | |
| 
 | |
|         // Get the vertices contributing to the 2D convex hull
 | |
|         Vertices extremeVertices = ConvexHull2D::convexHull(vertices);
 | |
| 
 | |
|         // Add their extrusions to the final edge collection
 | |
|         // We extrude as far as -1.5 as the coordinate space shouldn't ever put any shadow casters further than -1.0
 | |
|         Edges finalEdges;
 | |
|         // Add edges towards -Z
 | |
|         for (const auto& vertex : extremeVertices)
 | |
|             finalEdges.emplace_back(vertex, osg::Vec3d(vertex.x(), vertex.y(), -1.5));
 | |
|         // Add edge loop to 'seal' the hull
 | |
|         for (auto itr = extremeVertices.cbegin(); itr != extremeVertices.cend() - 1; ++itr)
 | |
|             finalEdges.emplace_back(osg::Vec3d(itr->x(), itr->y(), -1.5), osg::Vec3d((itr + 1)->x(), (itr + 1)->y(), -1.5));
 | |
|         // The convex hull algorithm we are using sometimes places a point at both ends of the vector, so we don't always need to add the last edge separately.
 | |
|         if (extremeVertices.front() != extremeVertices.back())
 | |
|             finalEdges.emplace_back(osg::Vec3d(extremeVertices.front().x(), extremeVertices.front().y(), -1.5), osg::Vec3d(extremeVertices.back().x(), extremeVertices.back().y(), -1.5));
 | |
| 
 | |
|         // Remove internal edges connected to extreme vertices
 | |
|         for (const auto& vertex : extremeVertices)
 | |
|         {
 | |
|             Vertices connectedVertices;
 | |
|             for (const Edge& edge : _edges)
 | |
|             {
 | |
|                 if (edge.first == vertex)
 | |
|                     connectedVertices.push_back(edge.second);
 | |
|                 else if (edge.second == vertex)
 | |
|                     connectedVertices.push_back(edge.first);
 | |
|             }
 | |
|             connectedVertices.emplace_back(vertex.x(), vertex.y(), -1.5);
 | |
| 
 | |
|             Vertices unwantedEdgeEnds = findInternalEdges(vertex, connectedVertices);
 | |
|             for (const auto& edgeEnd : unwantedEdgeEnds)
 | |
|             {
 | |
|                 const auto edgeA = Edge(vertex, edgeEnd);
 | |
|                 const auto edgeB = Edge(edgeEnd, vertex);
 | |
|                 _edges.erase(std::remove_if(_edges.begin(), _edges.end(), [&](const auto& elem)
 | |
|                     {
 | |
|                         return elem == edgeA || elem == edgeB;
 | |
|                     }), _edges.end());
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // Gather connected vertices
 | |
|         VertexSet unprocessedConnectedVertices = std::move(extremeVertices);
 | |
| 
 | |
|         VertexSet connectedVertices;
 | |
|         const auto containsVertex = [&](const auto& vert)
 | |
|         {
 | |
|             return std::find(connectedVertices.begin(), connectedVertices.end(), vert) != connectedVertices.end();
 | |
|         };
 | |
| 
 | |
|         while (!unprocessedConnectedVertices.empty())
 | |
|         {
 | |
|             osg::Vec3d vertex = unprocessedConnectedVertices.back();
 | |
|             unprocessedConnectedVertices.pop_back();
 | |
| 
 | |
|             connectedVertices.emplace_back(vertex);
 | |
|             for (const Edge& edge : _edges)
 | |
|             {
 | |
|                 osg::Vec3d otherEnd;
 | |
|                 if (edge.first == vertex)
 | |
|                     otherEnd = edge.second;
 | |
|                 else if (edge.second == vertex)
 | |
|                     otherEnd = edge.first;
 | |
|                 else
 | |
|                     continue;
 | |
| 
 | |
|                 if (containsVertex(otherEnd))
 | |
|                     continue;
 | |
| 
 | |
|                 unprocessedConnectedVertices.emplace_back(otherEnd);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         for (const Edge& edge : _edges)
 | |
|         {
 | |
|             if (containsVertex(edge.first) || containsVertex(edge.second))
 | |
|                 finalEdges.push_back(edge);
 | |
|         }
 | |
| 
 | |
|         _edges = std::move(finalEdges);
 | |
|     }
 | |
| 
 | |
|     void transform(const osg::Matrixd& m)
 | |
|     {
 | |
|         for (auto& edge : _edges)
 | |
|         {
 | |
|             edge.first = edge.first * m;
 | |
|             edge.second = edge.second * m;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     void clip(const osg::Plane& plane)
 | |
|     {
 | |
|         Vertices intersections;
 | |
| 
 | |
|         // OSG_NOTICE<<"clip("<<plane<<") edges.size()="<<_edges.size()<<std::endl;
 | |
|         for(auto itr = _edges.begin(); itr != _edges.end();)
 | |
|         {
 | |
|             double d0 = plane.distance(itr->first);
 | |
|             double d1 = plane.distance(itr->second);
 | |
|             if (d0<0.0 && d1<0.0)
 | |
|             {
 | |
|                 // OSG_NOTICE<<"  Edge completely outside, removing"<<std::endl;
 | |
|                 itr = _edges.erase(itr);
 | |
|             }
 | |
|             else if (d0>=0.0 && d1>=0.0)
 | |
|             {
 | |
|                 // OSG_NOTICE<<"  Edge completely inside"<<std::endl;
 | |
|                 ++itr;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 osg::Vec3d& v0 = itr->first;
 | |
|                 osg::Vec3d& v1 = itr->second;
 | |
|                 osg::Vec3d intersection = v0 - (v1-v0)*(d0/(d1-d0));
 | |
|                 intersections.push_back(intersection);
 | |
|                 // OSG_NOTICE<<"  Edge across clip plane, v0="<<v0<<", v1="<<v1<<", intersection= "<<intersection<<std::endl;
 | |
|                 if (d0<0.0)
 | |
|                 {
 | |
|                     // move first vertex on edge
 | |
|                     v0 = intersection;
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     // move second vertex on edge
 | |
|                     v1 = intersection;
 | |
|                 }
 | |
| 
 | |
|                 ++itr;
 | |
|             }
 | |
|         }
 | |
|         // OSG_NOTICE<<"After clipping, have "<<intersections.size()<<" to insert"<<std::endl;
 | |
| 
 | |
|         if (intersections.size() < 2)
 | |
|         {
 | |
|             return;
 | |
|         }
 | |
| 
 | |
|         if (intersections.size() == 2)
 | |
|         {
 | |
|             _edges.emplace_back(intersections[0], intersections[1]);
 | |
|             return;
 | |
|         }
 | |
| 
 | |
|         if (intersections.size() == 3)
 | |
|         {
 | |
|             _edges.emplace_back(intersections[0], intersections[1]);
 | |
|             _edges.emplace_back(intersections[1], intersections[2]);
 | |
|             _edges.emplace_back(intersections[2], intersections[0]);
 | |
|             return;
 | |
|         }
 | |
| 
 | |
|         // more than 3 intersections so have to sort them in clockwise order so that
 | |
|         // we can generate the edges correctly.
 | |
| 
 | |
|         osg::Vec3d normal(plane.getNormal());
 | |
| 
 | |
|         osg::Vec3d side_x = osg::Vec3d(1.0,0.0,0.0) ^ normal;
 | |
|         osg::Vec3d side_y = osg::Vec3d(0.0,1.0,0.0) ^ normal;
 | |
|         osg::Vec3d side = (side_x.length2()>=side_y.length2()) ? side_x : side_y;
 | |
|         side.normalize();
 | |
| 
 | |
|         osg::Vec3d up = side ^ normal;
 | |
|         up.normalize();
 | |
| 
 | |
|         osg::Vec3d center;
 | |
|         for(auto& vertex : intersections)
 | |
|         {
 | |
|             center += vertex;
 | |
| 
 | |
|             center.x() = osg::maximum(center.x(), -dbl_max);
 | |
|             center.y() = osg::maximum(center.y(), -dbl_max);
 | |
|             center.z() = osg::maximum(center.z(), -dbl_max);
 | |
| 
 | |
|             center.x() = osg::minimum(center.x(), dbl_max);
 | |
|             center.y() = osg::minimum(center.y(), dbl_max);
 | |
|             center.z() = osg::minimum(center.z(), dbl_max);
 | |
|         }
 | |
| 
 | |
|         center /= double(intersections.size());
 | |
| 
 | |
|         typedef std::map<double, std::list<std::pair<osg::Vec3d, double>>> VertexMap;
 | |
|         VertexMap vertexMap;
 | |
|         for (const auto& vertex : intersections)
 | |
|         {
 | |
|             osg::Vec3d dv = vertex - center;
 | |
|             double h = dv * side;
 | |
|             double v = dv * up;
 | |
|             double angle = atan2(h,v);
 | |
|             // OSG_NOTICE<<"angle = "<<osg::RadiansToDegrees(angle)<<", h="<<h<<" v= "<<v<<std::endl;
 | |
| 
 | |
|             // We need to make sure all intersections are added to the list in the right order, even if they're so far away that their angles work out the same.
 | |
|             double sortValue;
 | |
|             if (angle < osg::DegreesToRadians(-135.0) || angle > osg::DegreesToRadians(135.0))
 | |
|                 sortValue = -h;
 | |
|             else if (angle < osg::DegreesToRadians(-45.0))
 | |
|                 sortValue = v;
 | |
|             else if (angle < osg::DegreesToRadians(45.0))
 | |
|                 sortValue = h;
 | |
|             else
 | |
|                 sortValue = -v;
 | |
|             if (vertexMap.count(angle))
 | |
|             {
 | |
|                 auto listItr = vertexMap[angle].begin();
 | |
|                 while (listItr != vertexMap[angle].end() && listItr->second < sortValue)
 | |
|                     ++listItr;
 | |
|                 vertexMap[angle].emplace(listItr, std::make_pair(vertex, sortValue));
 | |
|             }
 | |
|             else
 | |
|                 vertexMap[angle].emplace_back(vertex, sortValue);
 | |
|         }
 | |
| 
 | |
|         osg::Vec3d previous_v = vertexMap.rbegin()->second.back().first;
 | |
|         for (auto itr = vertexMap.begin(); itr != vertexMap.end(); ++itr)
 | |
|         {
 | |
|             for (const auto& vertex : itr->second)
 | |
|             {
 | |
|                 _edges.emplace_back(previous_v, vertex.first);
 | |
|                 previous_v = vertex.first;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // OSG_NOTICE<<"  after clip("<<plane<<") edges.size()="<<_edges.size()<<std::endl;
 | |
|     }
 | |
| 
 | |
|     void clip(const osg::Polytope& polytope)
 | |
|     {
 | |
|         const osg::Polytope::PlaneList& planes = polytope.getPlaneList();
 | |
|         for(const auto& plane : planes)
 | |
|         {
 | |
|             clip(plane);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     double min(unsigned int index) const
 | |
|     {
 | |
|         double m = dbl_max;
 | |
|         for(const auto& edge : _edges)
 | |
|         {
 | |
|             if (edge.first[index] < m) m = edge.first[index];
 | |
|             if (edge.second[index] < m) m = edge.second[index];
 | |
|         }
 | |
|         return m;
 | |
|     }
 | |
| 
 | |
|     double max(unsigned int index) const
 | |
|     {
 | |
|         double m = -dbl_max;
 | |
|         for (const auto& edge : _edges)
 | |
|         {
 | |
|             if (edge.first[index] > m) m = edge.first[index];
 | |
|             if (edge.second[index] > m) m = edge.second[index];
 | |
|         }
 | |
|         return m;
 | |
|     }
 | |
| 
 | |
|     double minRatio(const osg::Vec3d& eye, unsigned int index) const
 | |
|     {
 | |
|         double m = dbl_max;
 | |
|         osg::Vec3d delta;
 | |
|         double ratio;
 | |
|         for (const auto& edge : _edges)
 | |
|         {
 | |
|             delta = edge.first - eye;
 | |
|             ratio = delta[index] / delta[1];
 | |
|             if (ratio < m) m = ratio;
 | |
| 
 | |
|             delta = edge.second - eye;
 | |
|             ratio = delta[index] / delta[1];
 | |
|             if (ratio < m) m = ratio;
 | |
|         }
 | |
|         return m;
 | |
|     }
 | |
| 
 | |
|     double maxRatio(const osg::Vec3d& eye, unsigned int index) const
 | |
|     {
 | |
|         double m = -dbl_max;
 | |
|         osg::Vec3d delta;
 | |
|         double ratio;
 | |
|         for (const auto& edge : _edges)
 | |
|         {
 | |
|             delta = edge.first - eye;
 | |
|             ratio = delta[index] / delta[1];
 | |
|             if (ratio > m) m = ratio;
 | |
| 
 | |
|             delta = edge.second - eye;
 | |
|             ratio = delta[index] / delta[1];
 | |
|             if (ratio > m) m = ratio;
 | |
|         }
 | |
|         return m;
 | |
|     }
 | |
| 
 | |
|     void output(std::ostream& out)
 | |
|     {
 | |
|         out << "ConvexHull" << std::endl;
 | |
|         for (const auto& edge : _edges)
 | |
|         {
 | |
|             out << "   edge (" << edge.first << ") (" << edge.second << ")" << std::endl;
 | |
|         }
 | |
|     }
 | |
| };
 | |
| 
 | |
| 
 | |
| struct RenderLeafBounds
 | |
| {
 | |
|     RenderLeafBounds():
 | |
|         computeRatios(false),
 | |
|         numRenderLeaf(0),
 | |
|         n(0.0),
 | |
|         previous_modelview(0),
 | |
|         clip_min_x(-1.0), clip_max_x(1.0),
 | |
|         clip_min_y(-1.0), clip_max_y(1.0),
 | |
|         clip_min_z(-1.0), clip_max_z(1.0),
 | |
|         clip_min_x_ratio(-dbl_max), clip_max_x_ratio(dbl_max),
 | |
|         clip_min_z_ratio(-dbl_max), clip_max_z_ratio(dbl_max),
 | |
|         min_x_ratio(dbl_max), max_x_ratio(-dbl_max),
 | |
|         min_z_ratio(dbl_max), max_z_ratio(-dbl_max),
 | |
|         min_x(1.0), max_x(-1.0),
 | |
|         min_y(1.0), max_y(-1.0),
 | |
|         min_z(1.0), max_z(-1.0)
 | |
|     {
 | |
|         //OSG_NOTICE<<std::endl<<"RenderLeafBounds"<<std::endl;
 | |
|     }
 | |
| 
 | |
|     void set(const osg::Matrixd& p)
 | |
|     {
 | |
|         computeRatios = false;
 | |
|         light_p = p;
 | |
|         clip_min_x = -dbl_max; clip_max_x = dbl_max;
 | |
|         clip_min_y = -dbl_max; clip_max_y = dbl_max;
 | |
|         clip_min_z = -dbl_max; clip_max_z = dbl_max;
 | |
|         min_x = dbl_max; max_x = -dbl_max;
 | |
|         min_y = dbl_max; max_y = -dbl_max;
 | |
|         min_z = dbl_max; max_z = -dbl_max;
 | |
|     }
 | |
| 
 | |
|     void set(const osg::Matrixd& p, osg::Vec3d& e_ls, double nr)
 | |
|     {
 | |
|         computeRatios = true;
 | |
|         light_p = p;
 | |
|         eye_ls = e_ls;
 | |
|         n = nr;
 | |
|     }
 | |
| 
 | |
|     void operator() (const osgUtil::RenderLeaf* renderLeaf)
 | |
|     {
 | |
|         ++numRenderLeaf;
 | |
| 
 | |
|         if (renderLeaf->_modelview.get()!=previous_modelview)
 | |
|         {
 | |
|             previous_modelview = renderLeaf->_modelview.get();
 | |
|             if (previous_modelview)
 | |
|             {
 | |
|                 light_mvp.mult(*renderLeaf->_modelview, light_p);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // no modelview matrix (such as when LightPointNode is in the scene graph) so assume
 | |
|                 // that modelview matrix is indentity.
 | |
|                 light_mvp = light_p;
 | |
|             }
 | |
|             // OSG_INFO<<"Computing new light_mvp "<<light_mvp<<std::endl;
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             // OSG_INFO<<"Reusing light_mvp "<<light_mvp<<std::endl;
 | |
|         }
 | |
| 
 | |
|         const osg::BoundingBox& bb = renderLeaf->_drawable->getBoundingBox();
 | |
|         if (bb.valid())
 | |
|         {
 | |
|             // OSG_NOTICE<<"checked extents of "<<renderLeaf->_drawable->getName()<<std::endl;
 | |
|             handle(osg::Vec3d(bb.xMin(),bb.yMin(),bb.zMin()));
 | |
|             handle(osg::Vec3d(bb.xMax(),bb.yMin(),bb.zMin()));
 | |
|             handle(osg::Vec3d(bb.xMin(),bb.yMax(),bb.zMin()));
 | |
|             handle(osg::Vec3d(bb.xMax(),bb.yMax(),bb.zMin()));
 | |
|             handle(osg::Vec3d(bb.xMin(),bb.yMin(),bb.zMax()));
 | |
|             handle(osg::Vec3d(bb.xMax(),bb.yMin(),bb.zMax()));
 | |
|             handle(osg::Vec3d(bb.xMin(),bb.yMax(),bb.zMax()));
 | |
|             handle(osg::Vec3d(bb.xMax(),bb.yMax(),bb.zMax()));
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             OSG_INFO<<"bb invalid"<<std::endl;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     void handle(const osg::Vec3d& v)
 | |
|     {
 | |
|         osg::Vec3d ls = v * light_mvp;
 | |
| 
 | |
|         // OSG_NOTICE<<"   corner v="<<v<<", ls="<<ls<<std::endl;
 | |
| 
 | |
|         if (computeRatios)
 | |
|         {
 | |
|             osg::Vec3d delta = ls-eye_ls;
 | |
| 
 | |
|             double x_ratio, z_ratio;
 | |
|             if (delta.y()>n)
 | |
|             {
 | |
|                 x_ratio = delta.x()/delta.y();
 | |
|                 z_ratio = delta.z()/delta.y();
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 x_ratio = delta.x()/n;
 | |
|                 z_ratio = delta.z()/n;
 | |
|             }
 | |
| 
 | |
|             if (x_ratio<min_x_ratio) min_x_ratio = x_ratio;
 | |
|             if (x_ratio>max_x_ratio) max_x_ratio = x_ratio;
 | |
|             if (z_ratio<min_z_ratio) min_z_ratio = z_ratio;
 | |
|             if (z_ratio>max_z_ratio) max_z_ratio = z_ratio;
 | |
|         }
 | |
| 
 | |
|         // clip to the light space
 | |
|         if (ls.x()<clip_min_x) ls.x()=clip_min_x;
 | |
|         if (ls.x()>clip_max_x) ls.x()=clip_max_x;
 | |
|         if (ls.y()<clip_min_y) ls.y()=clip_min_y;
 | |
|         if (ls.y()>clip_max_y) ls.y()=clip_max_y;
 | |
|         if (ls.z()<clip_min_z) ls.z()=clip_min_z;
 | |
|         if (ls.z()>clip_max_z) ls.z()=clip_max_z;
 | |
| 
 | |
|         // compute the xyz range.
 | |
|         if (ls.x()<min_x) min_x=ls.x();
 | |
|         if (ls.x()>max_x) max_x=ls.x();
 | |
|         if (ls.y()<min_y) min_y=ls.y();
 | |
|         if (ls.y()>max_y) max_y=ls.y();
 | |
|         if (ls.z()<min_z) { min_z=ls.z(); /* OSG_NOTICE<<" - ";*/ }
 | |
|         if (ls.z()>max_z) { max_z=ls.z(); /* OSG_NOTICE<<" + ";*/ }
 | |
| 
 | |
|         // OSG_NOTICE<<"   bb.z() in ls = "<<ls.z()<<std::endl;
 | |
| 
 | |
|     }
 | |
| 
 | |
|     bool                computeRatios;
 | |
| 
 | |
|     unsigned int        numRenderLeaf;
 | |
| 
 | |
|     osg::Matrixd        light_p;
 | |
|     osg::Vec3d          eye_ls;
 | |
|     double              n;
 | |
| 
 | |
|     osg::Matrixd        light_mvp;
 | |
|     osg::RefMatrix*     previous_modelview;
 | |
| 
 | |
|     double clip_min_x, clip_max_x;
 | |
|     double clip_min_y, clip_max_y;
 | |
|     double clip_min_z, clip_max_z;
 | |
| 
 | |
|     double clip_min_x_ratio, clip_max_x_ratio;
 | |
|     double clip_min_z_ratio, clip_max_z_ratio;
 | |
| 
 | |
|     double min_x_ratio, max_x_ratio;
 | |
|     double min_z_ratio, max_z_ratio;
 | |
|     double min_x, max_x;
 | |
|     double min_y, max_y;
 | |
|     double min_z, max_z;
 | |
| };
 | |
| 
 | |
| bool MWShadowTechnique::cropShadowCameraToMainFrustum(Frustum& frustum, osg::Camera* camera, double viewNear, double viewFar, std::vector<osg::Plane>& planeList)
 | |
| {
 | |
|     osg::Matrixd light_p = camera->getProjectionMatrix();
 | |
|     osg::Matrixd light_v = camera->getViewMatrix();
 | |
|     osg::Matrixd light_vp = light_v * light_p;
 | |
|     osg::Matrixd oldLightP = light_p;
 | |
|     
 | |
|     ConvexHull convexHull;
 | |
|     convexHull.setToFrustum(frustum);
 | |
| 
 | |
|     osg::Vec3d nearPoint = frustum.eye + frustum.frustumCenterLine * viewNear;
 | |
|     osg::Vec3d farPoint = frustum.eye + frustum.frustumCenterLine * viewFar;
 | |
| 
 | |
|     double nearDist = -frustum.frustumCenterLine * nearPoint;
 | |
|     double farDist = frustum.frustumCenterLine * farPoint;
 | |
| 
 | |
|     convexHull.clip(osg::Plane(frustum.frustumCenterLine, nearDist));
 | |
|     convexHull.clip(osg::Plane(-frustum.frustumCenterLine, farDist));
 | |
| 
 | |
|     convexHull.transform(light_vp);
 | |
| 
 | |
|     double xMin = -1.0, xMax = 1.0;
 | |
|     double yMin = -1.0, yMax = 1.0;
 | |
|     double zMin = -1.0, zMax = 1.0;
 | |
| 
 | |
|     if (convexHull.valid())
 | |
|     {
 | |
|         xMin = osg::maximum(-1.0, convexHull.min(0));
 | |
|         xMax = osg::minimum(1.0, convexHull.max(0));
 | |
|         yMin = osg::maximum(-1.0, convexHull.min(1));
 | |
|         yMax = osg::minimum(1.0, convexHull.max(1));
 | |
|         zMin = osg::maximum(-1.0, convexHull.min(2));
 | |
|         zMax = osg::minimum(1.0, convexHull.max(2));
 | |
|     }
 | |
|     else
 | |
|         return false;
 | |
| 
 | |
|     if (xMin != -1.0 || yMin != -1.0 || zMin != -1.0 ||
 | |
|         xMax != 1.0 || yMax != 1.0 || zMax != 1.0)
 | |
|     {
 | |
|         osg::Matrix m;
 | |
|         m.makeTranslate(osg::Vec3d(-0.5*(xMax + xMin),
 | |
|                                    -0.5*(yMax + yMin),
 | |
|                                    -0.5*(zMax + zMin)));
 | |
| 
 | |
|         m.postMultScale(osg::Vec3d(2.0 / (xMax - xMin),
 | |
|                                    2.0 / (yMax - yMin),
 | |
|                                    2.0 / (zMax - zMin)));
 | |
| 
 | |
|         light_p.postMult(m);
 | |
|         camera->setProjectionMatrix(light_p);
 | |
| 
 | |
|         convexHull.transform(osg::Matrixd::inverse(oldLightP));
 | |
| 
 | |
|         xMin = convexHull.min(0);
 | |
|         xMax = convexHull.max(0);
 | |
|         yMin = convexHull.min(1);
 | |
|         yMax = convexHull.max(1);
 | |
|         zMin = convexHull.min(2);
 | |
| 
 | |
|         planeList.emplace_back(0.0, -1.0, 0.0, yMax);
 | |
|         planeList.emplace_back(0.0, 1.0, 0.0, -yMin);
 | |
|         planeList.emplace_back(-1.0, 0.0, 0.0, xMax);
 | |
|         planeList.emplace_back(1.0, 0.0, 0.0, -xMin);
 | |
|         // In view space, the light is at the most positive value, and we want to cull stuff beyond the minimum value.
 | |
|         planeList.emplace_back(0.0, 0.0, 1.0, -zMin);
 | |
|         // Don't add a zMax culling plane - we still want those objects, but don't care about their depth buffer value.
 | |
|     }
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| bool MWShadowTechnique::adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& /*positionedLight*/, osg::Camera* camera, double viewNear, double viewFar)
 | |
| {
 | |
|     const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
| 
 | |
|     //frustum.projectionMatrix;
 | |
|     //frustum.modelViewMatrix;
 | |
| 
 | |
|     osg::Matrixd light_p = camera->getProjectionMatrix();
 | |
|     osg::Matrixd light_v = camera->getViewMatrix();
 | |
|     osg::Matrixd light_vp = light_v * light_p;
 | |
|     osg::Vec3d lightdir(0.0,0.0,-1.0);
 | |
| 
 | |
|     // check whether this light space projection is perspective or orthographic.
 | |
|     bool orthographicLightSpaceProjection = light_p(0,3)==0.0 && light_p(1,3)==0.0 && light_p(2,3)==0.0;
 | |
| 
 | |
|     if (!orthographicLightSpaceProjection)
 | |
|     {
 | |
|         OSG_INFO<<"perspective light space projection not yet supported."<<std::endl;
 | |
|         return false;
 | |
|     }
 | |
| 
 | |
| 
 | |
|     //OSG_NOTICE<<"light_v="<<light_v<<std::endl;
 | |
|     //OSG_NOTICE<<"light_p="<<light_p<<std::endl;
 | |
| 
 | |
|     ConvexHull convexHull;
 | |
|     convexHull.setToFrustum(frustum);
 | |
| 
 | |
|     osg::Vec3d nearPoint = frustum.eye + frustum.frustumCenterLine * viewNear;
 | |
|     osg::Vec3d farPoint = frustum.eye + frustum.frustumCenterLine * viewFar;
 | |
| 
 | |
|     double nearDist = -frustum.frustumCenterLine * nearPoint;
 | |
|     double farDist = frustum.frustumCenterLine * farPoint;
 | |
| 
 | |
|     convexHull.clip(osg::Plane(frustum.frustumCenterLine, nearDist));
 | |
|     convexHull.clip(osg::Plane(-frustum.frustumCenterLine, farDist));
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"ws ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
 | |
|     OSG_NOTICE<<"ws ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
 | |
|     OSG_NOTICE<<"ws ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
 | |
| 
 | |
|     convexHull.output(osg::notify(osg::NOTICE));
 | |
| #endif
 | |
| 
 | |
|     convexHull.transform(light_vp);
 | |
| 
 | |
|     ConvexHull convexHullUnextended = convexHull;
 | |
| 
 | |
|     convexHull.extendTowardsNegativeZ();
 | |
| 
 | |
| #if 0
 | |
|     convexHull.output(osg::notify(osg::NOTICE));
 | |
| 
 | |
|     OSG_NOTICE<<"ls ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
 | |
|     OSG_NOTICE<<"ls ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
 | |
|     OSG_NOTICE<<"ls ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
 | |
| #endif
 | |
| 
 | |
| #if 0
 | |
|     // only applicable when the light space contains the whole model contained in the view frustum.
 | |
|     {
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,1,1.0)); // clip by near plane of light space.
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,-1,1.0));  // clip by far plane of light space.
 | |
|     }
 | |
| #endif
 | |
| 
 | |
| #if 1
 | |
|     if (renderStage)
 | |
|     {
 | |
| #if 1
 | |
|         osg::ElapsedTime timer;
 | |
| #endif
 | |
| 
 | |
|         RenderLeafTraverser<RenderLeafBounds> rli;
 | |
|         rli.set(light_p);
 | |
|         rli.traverse(renderStage);
 | |
| 
 | |
|         if (rli.numRenderLeaf==0)
 | |
|         {
 | |
|             return false;
 | |
|         }
 | |
| #if 0
 | |
|         OSG_NOTICE<<"New Time for RenderLeafTraverser "<<timer.elapsedTime_m()<<"ms, number of render leaves "<<rli.numRenderLeaf<<std::endl;
 | |
|         OSG_NOTICE<<"   scene bounds min_x="<<rli.min_x<<", max_x="<<rli.max_x<<std::endl;
 | |
|         OSG_NOTICE<<"   scene bounds min_y="<<rli.min_y<<", max_y="<<rli.max_y<<std::endl;
 | |
|         OSG_NOTICE<<"   scene bounds min_z="<<rli.min_z<<", max_z="<<rli.max_z<<std::endl;
 | |
| #endif
 | |
| 
 | |
| #if 0
 | |
|         double widest_x = osg::maximum(fabs(rli.min_x), fabs(rli.max_x));
 | |
|         double widest_y = osg::maximum(fabs(rli.min_y), fabs(rli.max_y));
 | |
|         double widest_z = osg::maximum(fabs(rli.min_z), fabs(rli.max_z));
 | |
| #endif
 | |
| 
 | |
| #if 1
 | |
| #if 1
 | |
|         convexHull.clip(osg::Plane(1.0,0.0,0.0,-rli.min_x));
 | |
|         convexHull.clip(osg::Plane(-1.0,0.0,0.0,rli.max_x));
 | |
| 
 | |
|         convexHullUnextended.clip(osg::Plane(1.0, 0.0, 0.0, -rli.min_x));
 | |
|         convexHullUnextended.clip(osg::Plane(-1.0, 0.0, 0.0, rli.max_x));
 | |
| #else
 | |
|         convexHull.clip(osg::Plane(1.0,0.0,0.0,widest_x));
 | |
|         convexHull.clip(osg::Plane(-1.0,0.0,0.0,widest_x));
 | |
| #endif
 | |
| #if 1
 | |
|         convexHull.clip(osg::Plane(0.0,1.0,0.0,-rli.min_y));
 | |
|         convexHull.clip(osg::Plane(0.0,-1.0,0.0,rli.max_y));
 | |
| 
 | |
|         convexHullUnextended.clip(osg::Plane(0.0, 1.0, 0.0, -rli.min_y));
 | |
|         convexHullUnextended.clip(osg::Plane(0.0, -1.0, 0.0, rli.max_y));
 | |
| #endif
 | |
| #endif
 | |
| 
 | |
| #if 1
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,1.0,-rli.min_z));
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,-1.0,rli.max_z));
 | |
| 
 | |
|         convexHullUnextended.clip(osg::Plane(0.0, 0.0, 1.0, -rli.min_z));
 | |
|         convexHullUnextended.clip(osg::Plane(0.0, 0.0, -1.0, rli.max_z));
 | |
| #elif 0
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,1.0,1.0));
 | |
|         convexHull.clip(osg::Plane(0.0,0.0,-1.0,1.0));
 | |
| #endif
 | |
| 
 | |
| #if 0
 | |
|         OSG_NOTICE<<"widest_x = "<<widest_x<<std::endl;
 | |
|         OSG_NOTICE<<"widest_y = "<<widest_y<<std::endl;
 | |
|         OSG_NOTICE<<"widest_z = "<<widest_z<<std::endl;
 | |
| #endif
 | |
|     }
 | |
| #endif
 | |
| 
 | |
| #if 0
 | |
|     convexHull.output(osg::notify(osg::NOTICE));
 | |
| 
 | |
|     OSG_NOTICE<<"after clipped ls ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
 | |
|     OSG_NOTICE<<"after clipped ls ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
 | |
|     OSG_NOTICE<<"after clipped ls ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
 | |
| #endif
 | |
| 
 | |
|     double xMin=-1.0, xMax=1.0;
 | |
|     double yMin=-1.0, yMax=1.0;
 | |
|     double zMin=-1.0, zMax=1.0;
 | |
| 
 | |
|     if (convexHull.valid())
 | |
|     {
 | |
|         double widest_x = osg::maximum(fabs(convexHull.min(0)), fabs(convexHull.max(0)));
 | |
|         xMin = osg::maximum(-1.0,-widest_x);
 | |
|         xMax = osg::minimum(1.0,widest_x);
 | |
|         yMin = osg::maximum(-1.0,convexHull.min(1));
 | |
|         yMax = osg::minimum(1.0,convexHull.max(1));
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // clipping of convex hull has invalidated it, so reset it so later checks on it provide valid results.
 | |
|         convexHull.setToFrustum(frustum);
 | |
|         convexHull.transform(light_vp);
 | |
|     }
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"xMin = "<<xMin<<", \txMax = "<<xMax<<std::endl;
 | |
|     OSG_NOTICE<<"yMin = "<<yMin<<", \tyMax = "<<yMax<<std::endl;
 | |
|     OSG_NOTICE<<"zMin = "<<zMin<<", \tzMax = "<<zMax<<std::endl;
 | |
| #endif
 | |
| 
 | |
| #if 1
 | |
|     // we always want the lightspace to include the computed near plane.
 | |
|     zMin = -1.0;
 | |
|     if (xMin!=-1.0 || yMin!=-1.0 || zMin!=-1.0 ||
 | |
|         xMax!=1.0 || yMax!=1.0 || zMax!=1.0)
 | |
|     {
 | |
|         osg::Matrix m;
 | |
|         m.makeTranslate(osg::Vec3d(-0.5*(xMax+xMin),
 | |
|                                     -0.5*(yMax+yMin),
 | |
|                                     -0.5*(zMax+zMin)));
 | |
| 
 | |
|         m.postMultScale(osg::Vec3d(2.0/(xMax-xMin),
 | |
|                                    2.0/(yMax-yMin),
 | |
|                                    2.0/(zMax-zMin)));
 | |
| 
 | |
|         convexHull.transform(m);
 | |
|         convexHullUnextended.transform(m);
 | |
|         light_p.postMult(m);
 | |
|         light_vp = light_v * light_p;
 | |
| 
 | |
| #if 0
 | |
|         OSG_NOTICE<<"Adjusting projection matrix "<<m<<std::endl;
 | |
|         convexHull.output(osg::notify(osg::NOTICE));
 | |
| #endif
 | |
|         camera->setProjectionMatrix(light_p);
 | |
|     }
 | |
| 
 | |
| #endif
 | |
| 
 | |
|     osg::Vec3d eye_v = frustum.eye * light_v;
 | |
|     //osg::Vec3d centerNearPlane_v = frustum.centerNearPlane * light_v;
 | |
|     osg::Vec3d center_v = frustum.center * light_v;
 | |
|     osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
 | |
| 
 | |
|     double dotProduct_v = lightdir * viewdir_v;
 | |
|     double gamma_v = acos(dotProduct_v);
 | |
|     if (gamma_v<osg::DegreesToRadians(settings->getPerspectiveShadowMapCutOffAngle()) || gamma_v>osg::DegreesToRadians(180-settings->getPerspectiveShadowMapCutOffAngle()))
 | |
|     {
 | |
|         // OSG_NOTICE<<"Light and view vectors near parallel - use standard shadow map."<<std::endl;
 | |
|         return true;
 | |
|     }
 | |
| 
 | |
|     //OSG_NOTICE<<"gamma="<<osg::RadiansToDegrees(gamma_v)<<std::endl;
 | |
|     //OSG_NOTICE<<"eye_v="<<eye_v<<std::endl;
 | |
|     //OSG_NOTICE<<"viewdir_v="<<viewdir_v<<std::endl;
 | |
| 
 | |
|     osg::Vec3d eye_ls = frustum.eye * light_vp;
 | |
| #if 0
 | |
|     if (eye_ls.y()>-1.0)
 | |
|     {
 | |
|         OSG_NOTICE<<"Eye point within light space - use standard shadow map."<<std::endl;
 | |
|         return true;
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     //osg::Vec3d centerNearPlane_ls = frustum.centerNearPlane * light_vp;
 | |
|     //osg::Vec3d centerFarPlane_ls = frustum.centerFarPlane * light_vp;
 | |
|     osg::Vec3d center_ls = frustum.center * light_vp;
 | |
|     osg::Vec3d viewdir_ls = center_ls-eye_ls; viewdir_ls.normalize();
 | |
| 
 | |
|     osg::Vec3d side = lightdir ^ viewdir_ls; side.normalize();
 | |
|     osg::Vec3d up = side ^ lightdir;
 | |
| 
 | |
|     double d = 2.0;
 | |
| 
 | |
|     double alpha = osg::DegreesToRadians(30.0);
 | |
|     double n = tan(alpha)*tan(osg::PI_2-gamma_v)*tan(osg::PI_2-gamma_v);
 | |
|     //double n = tan(alpha)*tan(osg::PI_2-gamma_v);
 | |
| 
 | |
|     //OSG_NOTICE<<"n = "<<n<<", eye_ls.y()="<<eye_ls.y()<<", eye_v="<<eye_v<<", eye="<<frustum.eye<<std::endl;
 | |
|     double min_n = osg::maximum(-1.0-eye_ls.y(), settings->getMinimumShadowMapNearFarRatio());
 | |
|     if (n<min_n)
 | |
|     {
 | |
|         //OSG_NOTICE<<"Clamping n to eye point"<<std::endl;
 | |
|         n=min_n;
 | |
|     }
 | |
| 
 | |
|     //n = min_n;
 | |
| 
 | |
|     //n = 0.01;
 | |
| 
 | |
|     //n = z_n;
 | |
| 
 | |
|     double f = n+d;
 | |
| 
 | |
|     double a = (f+n)/(f-n);
 | |
|     double b = -2.0*f*n/(f-n);
 | |
| 
 | |
|     osg::Vec3d virtual_eye(0.0,-1.0-n, eye_ls.z());
 | |
| 
 | |
|     osg::Matrixd lightView;
 | |
|     lightView.makeLookAt(virtual_eye, virtual_eye+lightdir, up);
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"n = "<<n<<", f="<<f<<std::endl;
 | |
|     OSG_NOTICE<<"eye_ls = "<<eye_ls<<", virtual_eye="<<virtual_eye<<std::endl;
 | |
|     OSG_NOTICE<<"frustum.eyes="<<frustum.eye<<std::endl;
 | |
| #endif
 | |
| 
 | |
|     double min_x_ratio = 0.0;
 | |
|     double max_x_ratio = 0.0;
 | |
|     double min_z_ratio = dbl_max;
 | |
|     double max_z_ratio = -dbl_max;
 | |
| 
 | |
|     min_x_ratio = convexHull.valid() ? convexHull.minRatio(virtual_eye,0) : -dbl_max;
 | |
|     max_x_ratio = convexHull.valid() ? convexHull.maxRatio(virtual_eye,0) : dbl_max;
 | |
|     //min_z_ratio = convexHull.minRatio(virtual_eye,2);
 | |
|     //max_z_ratio = convexHull.maxRatio(virtual_eye,2);
 | |
| 
 | |
|     if (convexHullUnextended.valid())
 | |
|     {
 | |
|         min_z_ratio = convexHullUnextended.minRatio(virtual_eye, 2);
 | |
|         max_z_ratio = convexHullUnextended.maxRatio(virtual_eye, 2);
 | |
|     }
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"convexHull min_x_ratio = "<<min_x_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"convexHull max_x_ratio = "<<max_x_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"convexHull min_z_ratio = "<<min_z_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"convexHull max_z_ratio = "<<max_z_ratio<<std::endl;
 | |
| #endif
 | |
| 
 | |
|     #if 1
 | |
|     if (renderStage)
 | |
|     {
 | |
| #if 1
 | |
|         osg::ElapsedTime timer;
 | |
| #endif
 | |
| 
 | |
|         RenderLeafTraverser<RenderLeafBounds> rli;
 | |
|         rli.set(light_p, virtual_eye, n);
 | |
|         rli.traverse(renderStage);
 | |
| 
 | |
|         if (rli.numRenderLeaf==0)
 | |
|         {
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
| #if 0
 | |
|         OSG_NOTICE<<"Time for RenderLeafTraverser "<<timer.elapsedTime_m()<<"ms, number of render leaves "<<rli.numRenderLeaf<<std::endl;
 | |
|         OSG_NOTICE<<"scene bounds min_x="<<rli.min_x<<", max_x="<<rli.max_x<<std::endl;
 | |
|         OSG_NOTICE<<"scene bounds min_y="<<rli.min_y<<", max_y="<<rli.max_y<<std::endl;
 | |
|         OSG_NOTICE<<"scene bounds min_z="<<rli.min_z<<", max_z="<<rli.max_z<<std::endl;
 | |
|         OSG_NOTICE<<"min_x_ratio="<<rli.min_x_ratio<<", max_x_ratio="<<rli.max_x_ratio<<std::endl;
 | |
|         OSG_NOTICE<<"min_z_ratio="<<rli.min_z_ratio<<", max_z_ratio="<<rli.max_z_ratio<<std::endl;
 | |
| #endif
 | |
|         if (rli.min_x_ratio>min_x_ratio) min_x_ratio = rli.min_x_ratio;
 | |
|         if (rli.max_x_ratio<max_x_ratio) max_x_ratio = rli.max_x_ratio;
 | |
| 
 | |
|         if (min_z_ratio == dbl_max || rli.min_z_ratio > min_z_ratio)
 | |
|             min_z_ratio = rli.min_z_ratio;
 | |
|         if (max_z_ratio == -dbl_max || rli.max_z_ratio < max_z_ratio)
 | |
|             max_z_ratio = rli.max_z_ratio;
 | |
|     }
 | |
| #endif
 | |
|     double best_x_ratio = osg::maximum(fabs(min_x_ratio),fabs(max_x_ratio));
 | |
|     double best_z_ratio = osg::maximum(fabs(min_z_ratio),fabs(max_z_ratio));
 | |
| 
 | |
|     //best_z_ratio = osg::maximum(1.0, best_z_ratio);
 | |
| #if 0
 | |
|     OSG_NOTICE<<"min_x_ratio = "<<min_x_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"max_x_ratio = "<<max_x_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"best_x_ratio = "<<best_x_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"min_z_ratio = "<<min_z_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"max_z_ratio = "<<max_z_ratio<<std::endl;
 | |
|     OSG_NOTICE<<"best_z_ratio = "<<best_z_ratio<<std::endl;
 | |
| #endif
 | |
| 
 | |
|     //best_z_ratio *= 10.0;
 | |
| 
 | |
|     osg::Matrixd lightPerspective( 1.0/best_x_ratio,  0.0, 0.0,  0.0,
 | |
|                                    0.0,  a,   0.0,  1.0,
 | |
|                                    0.0,  0.0, 1.0/best_z_ratio,  0.0,
 | |
|                                    0.0,  b,   0.0,  0.0 );
 | |
|     osg::Matrixd light_persp = light_p * lightView * lightPerspective;
 | |
| 
 | |
| #if 0
 | |
|     OSG_NOTICE<<"light_p = "<<light_p<<std::endl;
 | |
|     OSG_NOTICE<<"lightView = "<<lightView<<std::endl;
 | |
|     OSG_NOTICE<<"lightPerspective = "<<lightPerspective<<std::endl;
 | |
|     OSG_NOTICE<<"light_persp result = "<<light_persp<<std::endl;
 | |
| #endif
 | |
|     camera->setProjectionMatrix(light_persp);
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| bool MWShadowTechnique::assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen)
 | |
| {
 | |
|     OSG_INFO<<"assignTexGenSettings() textureUnit="<<textureUnit<<" texgen="<<texgen<<std::endl;
 | |
| 
 | |
|     texgen->setMode(osg::TexGen::EYE_LINEAR);
 | |
| 
 | |
|     // compute the matrix which takes a vertex from local coords into tex coords
 | |
|     // We actually use two matrices one used to define texgen
 | |
|     // and second that will be used as modelview when appling to OpenGL
 | |
|     texgen->setPlanesFromMatrix( camera->getProjectionMatrix() *
 | |
|                                  osg::Matrix::translate(1.0,1.0,1.0) *
 | |
|                                  osg::Matrix::scale(0.5,0.5,0.5) );
 | |
| 
 | |
|     // Place texgen with modelview which removes big offsets (making it float friendly)
 | |
|     osg::ref_ptr<osg::RefMatrix> refMatrix =
 | |
|         new osg::RefMatrix( camera->getInverseViewMatrix() * (*(cv->getModelViewMatrix())) );
 | |
| 
 | |
|     osgUtil::RenderStage* currentStage = cv->getCurrentRenderBin()->getStage();
 | |
|     currentStage->getPositionalStateContainer()->addPositionedTextureAttribute( textureUnit, refMatrix.get(), texgen );
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::cullShadowReceivingScene(osgUtil::CullVisitor* cv) const
 | |
| {
 | |
|     OSG_INFO<<"cullShadowReceivingScene()"<<std::endl;
 | |
| 
 | |
|     // record the traversal mask on entry so we can reapply it later.
 | |
|     unsigned int traversalMask = cv->getTraversalMask();
 | |
| 
 | |
|     cv->setTraversalMask( traversalMask & _shadowedScene->getShadowSettings()->getReceivesShadowTraversalMask() );
 | |
| 
 | |
|     _shadowedScene->osg::Group::traverse(*cv);
 | |
| 
 | |
|     cv->setTraversalMask( traversalMask );
 | |
| 
 | |
|     return;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const
 | |
| {
 | |
|     OSG_INFO<<"cullShadowCastingScene()"<<std::endl;
 | |
| 
 | |
|     // record the traversal mask on entry so we can reapply it later.
 | |
|     unsigned int traversalMask = cv->getTraversalMask();
 | |
| 
 | |
|     cv->setTraversalMask( traversalMask & _shadowedScene->getShadowSettings()->getCastsShadowTraversalMask() );
 | |
| 
 | |
|         if (camera) camera->accept(*cv);
 | |
| 
 | |
|     cv->setTraversalMask( traversalMask );
 | |
| 
 | |
|     return;
 | |
| }
 | |
| 
 | |
| osg::StateSet* MWShadowTechnique::prepareStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const
 | |
| {
 | |
|     OSG_INFO<<"   prepareStateSetForRenderingShadow() "<<vdd.getStateSet(traversalNumber)<<std::endl;
 | |
| 
 | |
|     osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet(traversalNumber);
 | |
| 
 | |
|     stateset->clear();
 | |
| 
 | |
|     stateset->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
 | |
| 
 | |
|     for(const auto& uniform : _uniforms[traversalNumber % 2])
 | |
|     {
 | |
|         OSG_INFO<<"addUniform("<<uniform->getName()<<")"<<std::endl;
 | |
|         stateset->addUniform(uniform);
 | |
|     }
 | |
| 
 | |
|     if (_program.valid())
 | |
|     {
 | |
|         stateset->setAttribute(_program.get());
 | |
|     }
 | |
| 
 | |
|     LightDataList& pll = vdd.getLightDataList();
 | |
|     for(LightDataList::iterator itr = pll.begin();
 | |
|         itr != pll.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         // 3. create per light/per shadow map division of lightspace/frustum
 | |
|         //    create a list of light/shadow map data structures
 | |
| 
 | |
|         LightData& pl = (**itr);
 | |
| 
 | |
|         // if no texture units have been activated for this light then no shadow state required.
 | |
|         if (pl.textureUnits.empty()) continue;
 | |
| 
 | |
|         for(LightData::ActiveTextureUnits::iterator atu_itr = pl.textureUnits.begin();
 | |
|             atu_itr != pl.textureUnits.end();
 | |
|             ++atu_itr)
 | |
|         {
 | |
|             OSG_INFO<<"   Need to assign state for "<<*atu_itr<<std::endl;
 | |
|         }
 | |
| 
 | |
|     }
 | |
| 
 | |
|     const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
 | |
|     unsigned int shadowMapModeValue = settings->getUseOverrideForShadowMapTexture() ?
 | |
|                                             osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE :
 | |
|                                             osg::StateAttribute::ON;
 | |
| 
 | |
| 
 | |
|     ShadowDataList& sdl = vdd.getShadowDataList();
 | |
|     for(ShadowDataList::iterator itr = sdl.begin();
 | |
|         itr != sdl.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         // 3. create per light/per shadow map division of lightspace/frustum
 | |
|         //    create a list of light/shadow map data structures
 | |
| 
 | |
|         ShadowData& sd = (**itr);
 | |
| 
 | |
|         OSG_INFO<<"   ShadowData for "<<sd._textureUnit<<std::endl;
 | |
| 
 | |
|         stateset->setTextureAttributeAndModes(sd._textureUnit, sd._texture.get(), shadowMapModeValue);
 | |
| 
 | |
|         stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
 | |
|         stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
 | |
|         stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
 | |
|         stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
 | |
|     }
 | |
| 
 | |
|     return stateset;
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::resizeGLObjectBuffers(unsigned int /*maxSize*/)
 | |
| {
 | |
|     // the way that ViewDependentData is mapped shouldn't
 | |
| }
 | |
| 
 | |
| void MWShadowTechnique::releaseGLObjects(osg::State* state) const
 | |
| {
 | |
|     std::lock_guard<std::mutex> lock(_viewDependentDataMapMutex);
 | |
|     for(ViewDependentDataMap::const_iterator itr = _viewDependentDataMap.begin();
 | |
|         itr != _viewDependentDataMap.end();
 | |
|         ++itr)
 | |
|     {
 | |
|         ViewDependentData* vdd = itr->second.get();
 | |
|         if (vdd)
 | |
|         {
 | |
|             vdd->releaseGLObjects(state);
 | |
|         }
 | |
|     }
 | |
|     if (_debugHud)
 | |
|         _debugHud->releaseGLObjects(state);
 | |
| }
 | |
| 
 | |
| class DoubleBufferCallback : public osg::Callback
 | |
| {
 | |
| public:
 | |
|     DoubleBufferCallback(osg::NodeList &children) : mChildren(children) {}
 | |
| 
 | |
|     bool run(osg::Object* node, osg::Object* visitor) override
 | |
|     {
 | |
|         // We can't use a static cast as NodeVisitor virtually inherits from Object
 | |
|         osg::ref_ptr<osg::NodeVisitor> nodeVisitor = visitor->asNodeVisitor();
 | |
|         unsigned int traversalNumber = nodeVisitor->getTraversalNumber();
 | |
|         mChildren[traversalNumber % 2]->accept(*nodeVisitor);
 | |
| 
 | |
|         return true;
 | |
|     }
 | |
| 
 | |
| protected:
 | |
|     osg::NodeList mChildren;
 | |
| };
 | |
| 
 | |
| SceneUtil::MWShadowTechnique::DebugHUD::DebugHUD(int numberOfShadowMapsPerLight) : mDebugProgram(new osg::Program)
 | |
| {
 | |
|     osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, debugVertexShaderSource);
 | |
|     mDebugProgram->addShader(vertexShader);
 | |
|     osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFragmentShaderSource);
 | |
|     mDebugProgram->addShader(fragmentShader);
 | |
| 
 | |
|     osg::ref_ptr<osg::Program> frustumProgram = new osg::Program;
 | |
|     vertexShader = new osg::Shader(osg::Shader::VERTEX, debugFrustumVertexShaderSource);
 | |
|     frustumProgram->addShader(vertexShader);
 | |
|     fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFrustumFragmentShaderSource);
 | |
|     frustumProgram->addShader(fragmentShader);
 | |
| 
 | |
|     for (auto& frustumGeometry : mFrustumGeometries)
 | |
|     {
 | |
|         frustumGeometry = new osg::Geometry();
 | |
|         frustumGeometry->setCullingActive(false);
 | |
| 
 | |
|         frustumGeometry->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
 | |
|     }
 | |
| 
 | |
|     osg::ref_ptr<osg::DrawElementsUShort> frustumDrawElements = new osg::DrawElementsUShort(osg::PrimitiveSet::LINE_STRIP);
 | |
|     for (auto & geom : mFrustumGeometries)
 | |
|         geom->addPrimitiveSet(frustumDrawElements);
 | |
|     frustumDrawElements->push_back(0);
 | |
|     frustumDrawElements->push_back(1);
 | |
|     frustumDrawElements->push_back(2);
 | |
|     frustumDrawElements->push_back(3);
 | |
|     frustumDrawElements->push_back(0);
 | |
|     frustumDrawElements->push_back(4);
 | |
|     frustumDrawElements->push_back(5);
 | |
|     frustumDrawElements->push_back(6);
 | |
|     frustumDrawElements->push_back(7);
 | |
|     frustumDrawElements->push_back(4);
 | |
| 
 | |
|     frustumDrawElements = new osg::DrawElementsUShort(osg::PrimitiveSet::LINES);
 | |
|     for (auto & geom : mFrustumGeometries)
 | |
|         geom->addPrimitiveSet(frustumDrawElements);
 | |
|     frustumDrawElements->push_back(1);
 | |
|     frustumDrawElements->push_back(5);
 | |
|     frustumDrawElements->push_back(2);
 | |
|     frustumDrawElements->push_back(6);
 | |
|     frustumDrawElements->push_back(3);
 | |
|     frustumDrawElements->push_back(7);
 | |
| 
 | |
|     for (int i = 0; i < numberOfShadowMapsPerLight; ++i)
 | |
|         addAnotherShadowMap();
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv)
 | |
| {
 | |
|     // It might be possible to change shadow settings at runtime
 | |
|     if (shadowMapNumber > mDebugCameras.size())
 | |
|         addAnotherShadowMap();
 | |
|     
 | |
|     osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet();
 | |
|     stateSet->setTextureAttributeAndModes(sDebugTextureUnit, texture, osg::StateAttribute::ON);
 | |
| 
 | |
|     auto frustumUniform = mFrustumUniforms[cv.getTraversalNumber() % 2][shadowMapNumber];
 | |
|     frustumUniform->set(matrix);
 | |
|     stateSet->addUniform(frustumUniform);
 | |
| 
 | |
|     // Some of these calls may be superfluous.
 | |
|     unsigned int traversalMask = cv.getTraversalMask();
 | |
|     cv.setTraversalMask(mDebugGeometry[shadowMapNumber]->getNodeMask());
 | |
|     cv.pushStateSet(stateSet);
 | |
|     mDebugCameras[shadowMapNumber]->accept(cv);
 | |
|     cv.popStateSet();
 | |
|     cv.setTraversalMask(traversalMask);
 | |
| 
 | |
|     // cv.getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::DebugHUD::releaseGLObjects(osg::State* state) const
 | |
| {
 | |
|     for (auto const& camera : mDebugCameras)
 | |
|         camera->releaseGLObjects(state);
 | |
|     mDebugProgram->releaseGLObjects(state);
 | |
|     for (auto const& node : mDebugGeometry)
 | |
|         node->releaseGLObjects(state);
 | |
|     for (auto const& node : mFrustumTransforms)
 | |
|         node->releaseGLObjects(state);
 | |
|     for (auto const& node : mFrustumGeometries)
 | |
|         node->releaseGLObjects(state);
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::DebugHUD::setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber)
 | |
| {
 | |
|     mFrustumGeometries[traversalNumber % 2]->setVertexArray(vertices);
 | |
| }
 | |
| 
 | |
| void SceneUtil::MWShadowTechnique::DebugHUD::addAnotherShadowMap()
 | |
| {
 | |
|     unsigned int shadowMapNumber = mDebugCameras.size();
 | |
| 
 | |
|     mDebugCameras.push_back(new osg::Camera);
 | |
|     mDebugCameras[shadowMapNumber]->setViewport(200 * shadowMapNumber, 0, 200, 200);
 | |
|     mDebugCameras[shadowMapNumber]->setRenderOrder(osg::Camera::POST_RENDER);
 | |
|     mDebugCameras[shadowMapNumber]->setClearColor(osg::Vec4(1.0, 1.0, 0.0, 1.0));
 | |
|     mDebugCameras[shadowMapNumber]->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
 | |
| 
 | |
|     mDebugGeometry.emplace_back(osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0)));
 | |
|     mDebugGeometry[shadowMapNumber]->setCullingActive(false);
 | |
|     mDebugCameras[shadowMapNumber]->addChild(mDebugGeometry[shadowMapNumber]);
 | |
|     osg::ref_ptr<osg::StateSet> stateSet = mDebugGeometry[shadowMapNumber]->getOrCreateStateSet();
 | |
|     stateSet->setAttributeAndModes(mDebugProgram, osg::StateAttribute::ON);
 | |
|     osg::ref_ptr<osg::Uniform> textureUniform = new osg::Uniform("texture", sDebugTextureUnit);
 | |
|     //textureUniform->setType(osg::Uniform::SAMPLER_2D);
 | |
|     stateSet->addUniform(textureUniform.get());
 | |
| 
 | |
|     mFrustumTransforms.push_back(new osg::Group);
 | |
|     osg::NodeList frustumGeometryNodeList(mFrustumGeometries.cbegin(), mFrustumGeometries.cend());
 | |
|     mFrustumTransforms[shadowMapNumber]->setCullCallback(new DoubleBufferCallback(frustumGeometryNodeList));
 | |
|     mFrustumTransforms[shadowMapNumber]->setCullingActive(false);
 | |
|     mDebugCameras[shadowMapNumber]->addChild(mFrustumTransforms[shadowMapNumber]);
 | |
| 
 | |
|     for(auto& uniformVector : mFrustumUniforms)
 | |
|         uniformVector.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
 | |
| }
 | |
| 
 | |
| osg::ref_ptr<osg::StateSet> SceneUtil::MWShadowTechnique::getOrCreateShadowsBinStateSet()
 | |
| {
 | |
|     if (_shadowsBinStateSet == nullptr)
 | |
|     {
 | |
|         if (_shadowsBin == nullptr)
 | |
|         {
 | |
|             _shadowsBin = new ShadowsBin(_castingPrograms);
 | |
|             osgUtil::RenderBin::addRenderBinPrototype(_shadowsBinName, _shadowsBin);
 | |
|         }
 | |
|         _shadowsBinStateSet = new osg::StateSet;
 | |
|         _shadowsBinStateSet->setRenderBinDetails(osg::StateSet::OPAQUE_BIN, _shadowsBinName, osg::StateSet::OVERRIDE_PROTECTED_RENDERBIN_DETAILS);
 | |
|     }
 | |
|     return _shadowsBinStateSet;
 | |
| }
 | |
| // clang-format on
 |