Ran script to remove trailing spaces and tabs
This commit is contained in:
@@ -1,13 +1,13 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*
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* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
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@@ -35,7 +35,7 @@
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using namespace osgShadow;
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////////////////////////////////////////////////////////////////////////////////
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// There are two slightly differing implemetations available on
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// There are two slightly differing implemetations available on
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// "Light Space Perspective Shadow Maps" page. One from 2004 and other from 2006.
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// Our implementation is written in two versions based on these solutions.
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////////////////////////////////////////////////////////////////////////////////
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@@ -47,16 +47,16 @@ using namespace osgShadow;
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////////////////////////////////////////////////////////////////////////////////
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// This code is copyright Vienna University of Technology, 2004.
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//
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// Please feel FREE to COPY and USE the code to include it in your own work,
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// Please feel FREE to COPY and USE the code to include it in your own work,
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// provided you include this copyright notice.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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//
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Authors Code:
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// Daniel Scherzer (scherzer@cg.tuwien.ac.at)
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//
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// Authors Paper:
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//
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// Authors Paper:
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// Michael Wimmer (wimmer@cg.tuwien.ac.at)
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// Daniel Scherzer (scherzer@cg.tuwien.ac.at)
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// Werner Purgathofer
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@@ -87,14 +87,14 @@ void calcLispSMMtx(struct VecPoint* B) {
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//temporal light View
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//look from position(eyePos)
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//into direction(lightDir)
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//into direction(lightDir)
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//with up vector(up)
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look(lightView,eyePos,lightDir,up);
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//transform the light volume points from world into light space
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transformVecPoint(B,lightView);
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//calculate the cubic hull (an AABB)
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//calculate the cubic hull (an AABB)
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//of the light space extents of the intersection body B
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//and save the two extreme points min and max
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calcCubicHull(min,max,B->points,B->size);
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@@ -102,7 +102,7 @@ void calcLispSMMtx(struct VecPoint* B) {
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{
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//use the formulas of the paper to get n (and f)
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const double factor = 1.0/sinGamma;
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const double z_n = factor*nearDist; //often 1
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const double z_n = factor*nearDist; //often 1
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const double d = absDouble(max[1]-min[1]); //perspective transform depth //light space y extents
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const double z_f = z_n + d*sinGamma;
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const double n = (z_n+sqrt(z_f*z_n))/sinGamma;
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@@ -118,18 +118,18 @@ void calcLispSMMtx(struct VecPoint* B) {
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//one possibility for a simple perspective transformation matrix
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//with the two parameters n(near) and f(far) in y direction
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copyMatrix(lispMtx,IDENTITY); // a = (f+n)/(f-n); b = -2*f*n/(f-n);
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lispMtx[ 5] = (f+n)/(f-n); // [ 1 0 0 0]
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lispMtx[ 5] = (f+n)/(f-n); // [ 1 0 0 0]
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lispMtx[13] = -2*f*n/(f-n); // [ 0 a 0 b]
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lispMtx[ 7] = 1; // [ 0 0 1 0]
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lispMtx[15] = 0; // [ 0 1 0 0]
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//temporal arrangement for the transformation of the points to post-perspective space
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mult(lightProjection,lispMtx,lightView); // ligthProjection = lispMtx*lightView
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//transform the light volume points from world into the distorted light space
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transformVecPoint(&Bcopy,lightProjection);
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//calculate the cubic hull (an AABB)
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//calculate the cubic hull (an AABB)
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//of the light space extents of the intersection body B
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//and save the two extreme points min and max
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calcCubicHull(min,max,Bcopy.points,Bcopy.size);
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@@ -183,7 +183,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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const double dotProd = viewDir * lightDir;
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const double sinGamma = sqrt(1.0- dotProd*dotProd);
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const double factor = 1.0/sinGamma;
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const double z_n = factor*nearDist; //often 1
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const double z_n = factor*nearDist; //often 1
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//use the formulas of the paper to get n (and f)
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const double d = fabs( bb._max[1]-bb._min[1]); //perspective transform depth //light space y extents
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const double z_f = z_n + d*sinGamma;
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@@ -193,10 +193,10 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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#if PRINT_COMPUTED_N_OPT
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std::cout
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<< " N=" << std::setw(8) << n
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<< " N=" << std::setw(8) << n
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<< " n=" << std::setw(8) << z_n
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<< " f=" << std::setw(8) << z_f
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<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
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<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
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<< std::flush;
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#endif
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@@ -215,7 +215,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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// lispProjection.makeIdentity( );
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#if 0
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{
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osg::Matrix mvp = _camera->getViewMatrix() *
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osg::Matrix mvp = _camera->getViewMatrix() *
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_camera->getProjectionMatrix();
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extendScenePolytope( mvp, osg::Matrix::inverse( mvp ) );
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@@ -231,12 +231,12 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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cameraShadow->setProjectionMatrix
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( lightViewToWorld * lightView * lispProjection * fitToUnitFrustum );
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#if 0 // DOUBLE CHECK!
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bb = computeScenePolytopeBounds
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( cameraShadow->getViewMatrix() * cameraShadow->getProjectionMatrix() );
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if( !osg::equivalent( 0.f, (bb._min - osg::Vec3d(-1,-1,-1)).length2() ) ||
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!osg::equivalent( 0.f, (bb._max - osg::Vec3d( 1, 1, 1)).length2() ) )
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{
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@@ -262,14 +262,14 @@ LightSpacePerspectiveShadowMapAlgorithm::~LightSpacePerspectiveShadowMapAlgorith
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}
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void LightSpacePerspectiveShadowMapAlgorithm::operator()
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( const osgShadow::ConvexPolyhedron* hullShadowedView,
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const osg::Camera* cameraMain,
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( const osgShadow::ConvexPolyhedron* hullShadowedView,
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const osg::Camera* cameraMain,
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osg::Camera* cameraShadow ) const
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{
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// all computations are done in post projection light space
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// which means we are in left handed coordinate system
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osg::Matrix mvpLight =
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// which means we are in left handed coordinate system
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osg::Matrix mvpLight =
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cameraShadow->getViewMatrix() * cameraShadow->getProjectionMatrix();
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osg::Matrix m = cameraMain->getInverseViewMatrix() * mvpLight;
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@@ -297,24 +297,24 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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// infinte directional, omnidirectional and spot types may be treated as directional
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// as all computations are performed in post projection light space.
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// Frankly, I have my doubts if their error analysis and methodology still works
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// in non directional lights post projective space. But since I can't prove it doesn't,
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// I assume it does ;-). So I made an effort to modify their original directional algo
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// in non directional lights post projective space. But since I can't prove it doesn't,
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// I assume it does ;-). So I made an effort to modify their original directional algo
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// to work in true light post perspective space and compute all params in this space.
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// And here is a snag. Although shadowed hull fits completely into light space,
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// camera position may not, and after projective transform it may land outside
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// light frustum and even on/or below infinity plane. I need camera pos to compute
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// And here is a snag. Although shadowed hull fits completely into light space,
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// camera position may not, and after projective transform it may land outside
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// light frustum and even on/or below infinity plane. I need camera pos to compute
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// minimal distance to shadowed hull. If its not right rest of the computation may
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// be completely off. So in the end this approach is not singulartity free.
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// I guess this problem is solvable in other way but "this other
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// way" looks like a topic for other scientific paper and I am definitely not that
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// ambitious ;-). So for the time being I simply try to discover when this happens and
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// apply workaround, I found works. This workaround may mean that adjusted projection
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// may not be optimal in original LisPSM Lmax norm sense. But as I wrote above,
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// I doubt they are optimal when Light is not directional, anyway.
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// be completely off. So in the end this approach is not singulartity free.
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// I guess this problem is solvable in other way but "this other
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// way" looks like a topic for other scientific paper and I am definitely not that
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// ambitious ;-). So for the time being I simply try to discover when this happens and
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// apply workaround, I found works. This workaround may mean that adjusted projection
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// may not be optimal in original LisPSM Lmax norm sense. But as I wrote above,
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// I doubt they are optimal when Light is not directional, anyway.
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// Seems that most nasty case when algorithm fails is when cam pos is
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// below light frustum near plane but above infinity plane - when this occurs
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// shadows simply disappear. My workaround is to find this case by
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// Seems that most nasty case when algorithm fails is when cam pos is
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// below light frustum near plane but above infinity plane - when this occurs
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// shadows simply disappear. My workaround is to find this case by
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// checking light postperspective transform camera z ( negative value means this )
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// and make sure min distance to shadow hull is clamped to positive value.
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@@ -326,7 +326,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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#if ROBERTS_TEST_CHANGES
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// OSG_NOTICE<<"LightSpacePerspectiveShadowMapAlgorithm::operator() adjusting eye"<<std::endl;
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#endif
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}
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#endif
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@@ -340,14 +340,14 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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#endif
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// Beware!!! Dirty Tricks:
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// Light direction in light post proj space is actually (0,0,1)
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// But since we want to pass it to std OpenGL right handed coordinate
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// makeLookAt function we compensate the effects by also using right
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// handed view forward vector (ie 0,0,-1) instead.
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// So in the end we get left handed makeLookAt behaviour (D3D like)...
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// I agree this method is bizarre. But it works so I left it as is.
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// It sort of came out by itself through trial and error.
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// I later understoood why it works.
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// Light direction in light post proj space is actually (0,0,1)
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// But since we want to pass it to std OpenGL right handed coordinate
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// makeLookAt function we compensate the effects by also using right
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// handed view forward vector (ie 0,0,-1) instead.
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// So in the end we get left handed makeLookAt behaviour (D3D like)...
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// I agree this method is bizarre. But it works so I left it as is.
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// It sort of came out by itself through trial and error.
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// I later understoood why it works.
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osg::Vec3 lightDir(0,0,-1);
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osg::Matrix lightView; // compute coarse light view matrix
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@@ -367,7 +367,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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const double factor = 1.0/sinGamma;
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const double z_n = factor*nearDist;
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//perspective transform depth light space y extents
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const double d = fabs( bb._max[1]-bb._min[1]);
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const double d = fabs( bb._max[1]-bb._min[1]);
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const double z_f = z_n + d*sinGamma;
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double n = (z_n+sqrt(z_f*z_n))/sinGamma;
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@@ -382,7 +382,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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#endif
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const double f = n+d;
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osg::Vec3d pos = eye-up*(n-nearDist);
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//pos = eye;
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//pos = eye;
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lightView.makeLookAt( pos, pos + lightDir, up );
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//one possibility for a simple perspective transformation matrix
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@@ -408,7 +408,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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// Adapted Modified version of LispSM authors implementation from 2006
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// Nopt formula differs from the paper. I adopted original authors class to
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// Nopt formula differs from the paper. I adopted original authors class to
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// use with OSG
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@@ -423,10 +423,10 @@ class LispSM {
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public:
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typedef std::vector<osg::Vec3d> Vertices;
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void setProjectionMatrix( const osg::Matrix & projectionMatrix )
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void setProjectionMatrix( const osg::Matrix & projectionMatrix )
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{ _projectionMatrix = projectionMatrix; }
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void setViewMatrix( const osg::Matrix & viewMatrix )
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void setViewMatrix( const osg::Matrix & viewMatrix )
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{ _viewMatrix = viewMatrix; }
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void setHull( const ConvexPolyhedron & hull )
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@@ -435,59 +435,59 @@ public:
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const ConvexPolyhedron & getHull( ) const
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{ return _hull; }
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const osg::Matrix & getProjectionMatrix( void ) const
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const osg::Matrix & getProjectionMatrix( void ) const
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{ return _projectionMatrix; }
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const osg::Matrix & getViewMatrix( void ) const
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const osg::Matrix & getViewMatrix( void ) const
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{ return _viewMatrix; }
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bool getUseLiSPSM() const
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bool getUseLiSPSM() const
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{ return _useLiSPSM; }
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void setUseLiSPSM( bool use )
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void setUseLiSPSM( bool use )
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{ _useLiSPSM = use; }
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bool getUseFormula() const
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{ return _useFormula; }
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void setUseFormula( bool use )
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void setUseFormula( bool use )
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{ _useFormula = use; }
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bool getUseOldFormula() const
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{ return _useOldFormula; }
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void setUseOldFormula( bool use )
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void setUseOldFormula( bool use )
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{ _useOldFormula = use; }
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void setN(const double& n )
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void setN(const double& n )
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{ _N = n; }
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const double getN() const
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{ return _N; }
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const double getN() const
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{ return _N; }
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//for old LispSM formula from paper
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const double getNearDist() const
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{ return _nearDist; }
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void setNearDist( const double & nearDist )
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void setNearDist( const double & nearDist )
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{ _nearDist = nearDist; }
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const double getFarDist() const
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{ return _farDist; }
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void setFarDist( const double & farDist )
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void setFarDist( const double & farDist )
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{ _farDist = farDist; }
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const osg::Vec3d & getEyeDir() const
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const osg::Vec3d & getEyeDir() const
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{ return _eyeDir; }
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const osg::Vec3d & getLightDir() const
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const osg::Vec3d & getLightDir() const
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{ return _lightDir; }
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void setEyeDir( const osg::Vec3d eyeDir )
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void setEyeDir( const osg::Vec3d eyeDir )
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{ _eyeDir = eyeDir; }
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void setLightDir( const osg::Vec3d lightDir )
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void setLightDir( const osg::Vec3d lightDir )
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{ _lightDir = lightDir; }
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protected:
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@@ -511,7 +511,7 @@ protected:
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double getN(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const;
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osg::Vec3d getNearCameraPointE() const;
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osg::Vec3d getZ0_ls
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(const osg::Matrix& lightSpace, const osg::Vec3d& e, const double& b_lsZmax, const osg::Vec3d& eyeDir) const;
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@@ -538,7 +538,7 @@ public:
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}
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osg::Vec3d LispSM::getNearCameraPointE( ) const
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osg::Vec3d LispSM::getNearCameraPointE( ) const
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{
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const osg::Matrix& eyeView = getViewMatrix();
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@@ -565,9 +565,9 @@ osg::Vec3d LispSM::getNearCameraPointE( ) const
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//z0 is the point that lies on the plane A parallel to the near plane through e
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//and on the near plane of the C frustum (the plane z = bZmax) and on the line x = e.x
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osg::Vec3d LispSM::getZ0_ls
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(const osg::Matrix& lightSpace, const osg::Vec3d& e, const double& b_lsZmax, const osg::Vec3d& eyeDir) const
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(const osg::Matrix& lightSpace, const osg::Vec3d& e, const double& b_lsZmax, const osg::Vec3d& eyeDir) const
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{
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||||
//to calculate the parallel plane to the near plane through e we
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//to calculate the parallel plane to the near plane through e we
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//calculate the plane A with the three points
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osg::Plane A(eyeDir,e);
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//to transform plane A into lightSpace
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@@ -575,12 +575,12 @@ osg::Vec3d LispSM::getZ0_ls
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//transform to light space
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const osg::Vec3d e_ls = e * lightSpace;
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//z_0 has the x coordinate of e, the z coord of B_lsZmax
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//z_0 has the x coordinate of e, the z coord of B_lsZmax
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//and the y coord of the plane A and plane (z==B_lsZmax) intersection
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#if 1
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osg::Vec3d v = osg::Vec3d(e_ls.x(),0,b_lsZmax);
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// x & z are given. We compute y from equations:
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// x & z are given. We compute y from equations:
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// A.distance( x,y,z ) == 0
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// A.distance( x,y,z ) == A.distance( x,0,z ) + A.normal.y * y
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// hence A.distance( x,0,z ) == -A.normal.y * y
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@@ -597,14 +597,14 @@ osg::Vec3d LispSM::getZ0_ls
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}
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double LispSM::calcNoptGeneral(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const
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double LispSM::calcNoptGeneral(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const
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{
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const osg::Matrix& eyeView = getViewMatrix();
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const osg::Matrix invLightSpace = osg::Matrix::inverse( lightSpace );
|
||||
|
||||
const osg::Vec3d z0_ls = getZ0_ls(lightSpace, _E,B_ls.zMax(),getEyeDir());
|
||||
const osg::Vec3d z1_ls = osg::Vec3d(z0_ls.x(),z0_ls.y(),B_ls.zMin());
|
||||
|
||||
|
||||
//to world
|
||||
const osg::Vec4d z0_ws = osg::Vec4d( z0_ls, 1 ) * invLightSpace;
|
||||
const osg::Vec4d z1_ws = osg::Vec4d( z1_ls, 1 ) * invLightSpace;
|
||||
@@ -619,17 +619,17 @@ double LispSM::calcNoptGeneral(const osg::Matrix lightSpace, const osg::Bounding
|
||||
if( z1 / z0 <= 1.0 ) {
|
||||
|
||||
// solve camera pos singularity in light space problem brutally:
|
||||
// if extreme points of B projected to Light space extend beyond
|
||||
// if extreme points of B projected to Light space extend beyond
|
||||
// camera frustum simply use B extents in camera frustum
|
||||
|
||||
// Its not optimal selection but ceratainly better than negative N
|
||||
// Its not optimal selection but ceratainly better than negative N
|
||||
osg::BoundingBox bb = _hull.computeBoundingBox( eyeView );
|
||||
z0 = -bb.zMax();
|
||||
if( z0 <= 0 )
|
||||
if( z0 <= 0 )
|
||||
z0 = 0.1;
|
||||
|
||||
z1 = -bb.zMin();
|
||||
if( z1 <= z0 )
|
||||
if( z1 <= z0 )
|
||||
z1 = z0 + 0.1;
|
||||
}
|
||||
|
||||
@@ -638,16 +638,16 @@ double LispSM::calcNoptGeneral(const osg::Matrix lightSpace, const osg::Bounding
|
||||
double N = d/( sqrt( z1 / z0 ) - 1.0 );
|
||||
#if PRINT_COMPUTED_N_OPT
|
||||
std::cout
|
||||
<< " N=" << std::setw(8) << N
|
||||
<< " N=" << std::setw(8) << N
|
||||
<< " n=" << std::setw(8) << z0
|
||||
<< " f=" << std::setw(8) << z1
|
||||
<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
|
||||
<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
|
||||
<< std::flush;
|
||||
#endif
|
||||
return N;
|
||||
}
|
||||
|
||||
double LispSM::calcNoptOld( const double gamma_ ) const
|
||||
double LispSM::calcNoptOld( const double gamma_ ) const
|
||||
{
|
||||
const double& n = getNearDist();
|
||||
const double& f = getFarDist();
|
||||
@@ -664,16 +664,16 @@ double LispSM::calcNoptOld( const double gamma_ ) const
|
||||
double N = (n+sqrt(n*(n+d*sinGamma)))/sinGamma;
|
||||
#if PRINT_COMPUTED_N_OPT
|
||||
std::cout
|
||||
<< " N=" << std::setw(8) << N
|
||||
<< " N=" << std::setw(8) << N
|
||||
<< " n=" << std::setw(8) << n
|
||||
<< " f=" << std::setw(8) << f
|
||||
<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
|
||||
<< "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
|
||||
<< std::flush;
|
||||
#endif
|
||||
return N;
|
||||
}
|
||||
|
||||
double LispSM::getN(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const
|
||||
double LispSM::getN(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const
|
||||
{
|
||||
if( getUseFormula()) {
|
||||
if( getUseOldFormula() )
|
||||
@@ -686,7 +686,7 @@ double LispSM::getN(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls)
|
||||
}
|
||||
}
|
||||
//this is the algorithm discussed in the article
|
||||
osg::Matrix LispSM::getLispSmMtx( const osg::Matrix& lightSpace ) const
|
||||
osg::Matrix LispSM::getLispSmMtx( const osg::Matrix& lightSpace ) const
|
||||
{
|
||||
const osg::BoundingBox B_ls = _hull.computeBoundingBox( lightSpace );
|
||||
|
||||
@@ -694,7 +694,7 @@ osg::Matrix LispSM::getLispSmMtx( const osg::Matrix& lightSpace ) const
|
||||
|
||||
//get the coordinates of the near camera point in light space
|
||||
const osg::Vec3d e_ls = _E * lightSpace;
|
||||
//c start has the x and y coordinate of e, the z coord of B.min()
|
||||
//c start has the x and y coordinate of e, the z coord of B.min()
|
||||
const osg::Vec3d Cstart_lp(e_ls.x(),e_ls.y(),B_ls.zMax());
|
||||
|
||||
if( n >= OSG_INFINITY ) {
|
||||
@@ -712,7 +712,7 @@ osg::Matrix LispSM::getLispSmMtx( const osg::Matrix& lightSpace ) const
|
||||
const double d = osg::absolute(B_ls.zMax()-B_ls.zMin());
|
||||
|
||||
//the lispsm perspective transformation
|
||||
|
||||
|
||||
//here done with a standard frustum call that maps P onto the unit cube with
|
||||
//corner points [-1,-1,-1] and [1,1,1].
|
||||
//in directX you can use the same mapping and do a mapping to the directX post-perspective cube
|
||||
@@ -750,7 +750,7 @@ osg::Vec3d LispSM::getProjViewDir_ls(const osg::Matrix& lightSpace ) const {
|
||||
b_lp = v;
|
||||
}
|
||||
|
||||
osg::Vec3d projDir( osg::Vec3( b_lp[0], b_lp[1], b_lp[2] ) / b_lp[3] -
|
||||
osg::Vec3d projDir( osg::Vec3( b_lp[0], b_lp[1], b_lp[2] ) / b_lp[3] -
|
||||
osg::Vec3( e_lp[0], e_lp[1], e_lp[2] ) / e_lp[3] );
|
||||
|
||||
projDir.normalize();
|
||||
@@ -761,10 +761,10 @@ osg::Vec3d LispSM::getProjViewDir_ls(const osg::Matrix& lightSpace ) const {
|
||||
}
|
||||
|
||||
void LispSM::updateLightMtx
|
||||
( osg::Matrix& lightView, osg::Matrix& lightProj ) const
|
||||
( osg::Matrix& lightView, osg::Matrix& lightProj ) const
|
||||
{
|
||||
//calculate standard light space for spot or directional lights
|
||||
//this routine returns two matrices:
|
||||
//this routine returns two matrices:
|
||||
//lightview contains the rotated translated frame
|
||||
//lightproj contains in the case of a spot light the spot light perspective transformation
|
||||
//in the case of a directional light a identity matrix
|
||||
@@ -790,14 +790,14 @@ void LispSM::updateLightMtx
|
||||
|
||||
osg::Matrix L = lightView * lightProj;
|
||||
|
||||
osg::Vec3d projViewDir = getProjViewDir_ls(L);
|
||||
osg::Vec3d projViewDir = getProjViewDir_ls(L);
|
||||
|
||||
if( getUseLiSPSM() /* && projViewDir.z() < 0*/ ) {
|
||||
//do Light Space Perspective shadow mapping
|
||||
//rotate the lightspace so that the proj light view always points upwards
|
||||
//calculate a frame matrix that uses the projViewDir[light-space] as up vector
|
||||
//look(from position, into the direction of the projected direction, with unchanged up-vector)
|
||||
lightProj = lightProj *
|
||||
lightProj = lightProj *
|
||||
osg::Matrix::lookAt( osg::Vec3d(0,0,0), projViewDir, osg::Vec3d(0,1,0) );
|
||||
|
||||
osg::Matrix lispsm = getLispSmMtx( lightView * lightProj );
|
||||
@@ -831,7 +831,7 @@ void LispSM::updateLightMtx
|
||||
|
||||
void LightSpacePerspectiveShadowMapAlgorithm::operator()
|
||||
( const osgShadow::ConvexPolyhedron* hullShadowedView,
|
||||
const osg::Camera* cameraMain,
|
||||
const osg::Camera* cameraMain,
|
||||
osg::Camera* cameraShadow ) const
|
||||
{
|
||||
lispsm->setHull( *hullShadowedView );
|
||||
@@ -843,7 +843,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
|
||||
osg::Vec3d eyeDir = osg::Matrix::transform3x3( osg::Vec3d( 0, 0, -1 ), osg::Matrix::inverse( cameraMain->getViewMatrix() ) );
|
||||
|
||||
#else
|
||||
|
||||
|
||||
osg::Vec3d lightDir = osg::Matrix::transform3x3( cameraShadow->getViewMatrix(), osg::Vec3d( 0.0, 0.0, -1.0 ) );
|
||||
osg::Vec3d eyeDir = osg::Matrix::transform3x3( cameraMain->getViewMatrix(), osg::Vec3d( 0.0, 0.0, -1.0 ) );
|
||||
|
||||
@@ -859,9 +859,9 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
|
||||
double l,r,b,t,n,f;
|
||||
if( proj.getOrtho( l,r,b,t,n,f ) )
|
||||
{
|
||||
osg::Vec3d camPosInLightSpace =
|
||||
osg::Vec3d( 0, 0, 0 ) *
|
||||
osg::Matrix::inverse( cameraMain->getViewMatrix() ) *
|
||||
osg::Vec3d camPosInLightSpace =
|
||||
osg::Vec3d( 0, 0, 0 ) *
|
||||
osg::Matrix::inverse( cameraMain->getViewMatrix() ) *
|
||||
cameraShadow->getViewMatrix() *
|
||||
cameraShadow->getProjectionMatrix();
|
||||
}
|
||||
@@ -870,7 +870,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
|
||||
|
||||
lispsm->setEyeDir( eyeDir );
|
||||
|
||||
osg::BoundingBox bb =
|
||||
osg::BoundingBox bb =
|
||||
hullShadowedView->computeBoundingBox( cameraMain->getViewMatrix() );
|
||||
|
||||
lispsm->setNearDist( -bb.zMax() );
|
||||
|
||||
Reference in New Issue
Block a user