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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@@ -24,13 +24,13 @@ using namespace osgShadow;
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#define PRINT_SHADOW_TEXEL_TO_PIXEL_ERROR 0
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MinimalShadowMap::MinimalShadowMap():
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BaseClass(),
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MinimalShadowMap::MinimalShadowMap():
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BaseClass(),
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_maxFarPlane( FLT_MAX ),
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_minLightMargin( 0 ),
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_shadowReceivingCoarseBoundAccuracy( BOUNDING_BOX )
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{
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}
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MinimalShadowMap::MinimalShadowMap
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@@ -42,7 +42,7 @@ MinimalShadowMap::MinimalShadowMap
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{
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}
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MinimalShadowMap::~MinimalShadowMap()
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MinimalShadowMap::~MinimalShadowMap()
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{
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}
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@@ -57,11 +57,11 @@ osg::BoundingBox MinimalShadowMap::ViewData::computeShadowReceivingCoarseBounds(
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if( accuracy == MinimalShadowMap::EMPTY_BOX )
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{
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// One may skip coarse scene bounds computation if light is infinite.
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// Empty box will be intersected with view frustum so in the end
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// Empty box will be intersected with view frustum so in the end
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// view frustum will be used as bounds approximation.
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// But if light is nondirectional and bounds come out too large
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// they may bring the effect of almost 180 deg perspective set
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// up for shadow camera. Such projection will significantly impact
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// But if light is nondirectional and bounds come out too large
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// they may bring the effect of almost 180 deg perspective set
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// up for shadow camera. Such projection will significantly impact
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// precision of further math.
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return osg::BoundingBox();
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@@ -86,22 +86,22 @@ osg::BoundingBox MinimalShadowMap::ViewData::computeShadowReceivingCoarseBounds(
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frustum.cut( box );
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// approximate sphere with octahedron. Ie first cut by box then
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// approximate sphere with octahedron. Ie first cut by box then
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// additionaly cut with the same box rotated 45, 45, 45 deg.
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box.transform( // rotate box around its center
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osg::Matrix::translate( -bs.center() ) *
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osg::Matrix::rotate( osg::PI_4, 0, 0, 1 ) *
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osg::Matrix::rotate( osg::PI_4, 1, 1, 0 ) *
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osg::Matrix::rotate( osg::PI_4, 0, 0, 1 ) *
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osg::Matrix::rotate( osg::PI_4, 1, 1, 0 ) *
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osg::Matrix::translate( bs.center() ) );
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frustum.cut( box );
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return frustum.computeBoundingBox( );
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return frustum.computeBoundingBox( );
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}
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if( accuracy == MinimalShadowMap::BOUNDING_BOX ) // Default
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{
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// more precise method but slower method
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// bound visitor traversal takes lot of time for complex scenes
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// more precise method but slower method
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// bound visitor traversal takes lot of time for complex scenes
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// (note that this adds to cull time)
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osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
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@@ -114,12 +114,12 @@ osg::BoundingBox MinimalShadowMap::ViewData::computeShadowReceivingCoarseBounds(
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return osg::BoundingBox();
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}
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void MinimalShadowMap::ViewData::aimShadowCastingCamera(
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void MinimalShadowMap::ViewData::aimShadowCastingCamera(
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const osg::BoundingSphere &bs,
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const osg::Light *light,
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const osg::Vec4 &lightPos,
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const osg::Vec3 &lightDir,
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const osg::Vec3 &lightUpVector
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const osg::Vec3 &lightUpVector
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/* by default = osg::Vec3( 0, 1 0 )*/ )
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{
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BaseClass::ViewData::aimShadowCastingCamera( bs, light, lightPos, lightDir, lightUpVector );
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@@ -128,7 +128,7 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera(
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void MinimalShadowMap::ViewData::aimShadowCastingCamera
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( const osg::Light *light, const osg::Vec4 &lightPos,
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const osg::Vec3 &lightDir, const osg::Vec3 &lightUp )
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{
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{
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osg::BoundingBox bb = computeScenePolytopeBounds();
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if( !bb.valid() ) { // empty scene or looking at the sky - substitute something
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bb.expandBy( osg::BoundingSphere( _cv->getEyePoint(), 1 ) );
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@@ -136,9 +136,9 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera
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osg::Vec3 up = lightUp;
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if( up.length2() <= 0 )
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if( up.length2() <= 0 )
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{
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// This is extra step (not really needed but helpful in debuging)
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// This is extra step (not really needed but helpful in debuging)
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// Compute such lightUp vector that shadow cam is intuitively aligned with eye
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// We compute this vector on -ZY view plane, perpendicular to light direction
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// Matrix m = ViewToWorld
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@@ -157,7 +157,7 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera
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// OpenGL std cam looks along -Z axis so Cam Fw = [ 0 0 -1 0 ] * m
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up.set( -m( 2, 0 ), -m( 2, 1 ), -m( 2, 2 ) );
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#endif
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}
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}
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aimShadowCastingCamera( osg::BoundingSphere( bb ), light, lightPos, lightDir, up );
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@@ -175,7 +175,7 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera
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void MinimalShadowMap::ViewData::frameShadowCastingCamera
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( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass )
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{
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osg::Matrix mvp =
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osg::Matrix mvp =
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cameraShadow->getViewMatrix() * cameraShadow->getProjectionMatrix();
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ConvexPolyhedron polytope = _sceneReceivingShadowPolytope;
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@@ -194,18 +194,18 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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// osg::Vec3d normal = osg::Matrix::transform3x3( osg::Vec3d( 0,0,-1)., transfrom );
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// So I replaced it with safer code working with spot lights as well
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osg::Vec3d normal =
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osg::Vec3d normal =
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osg::Vec3d(0,0,-1) * transform - osg::Vec3d(0,0,1) * transform;
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normal.normalize();
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_sceneReceivingShadowPolytope.extrude( normal * *_minLightMarginPtr );
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// Zero pass does crude shadowed scene hull approximation.
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// Its important to cut it to coarse light frustum properly
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// Its important to cut it to coarse light frustum properly
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// at this stage.
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// If not cut and polytope extends beyond shadow projection clip
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// space (-1..1), it may get "twisted" by precisely adjusted shadow cam
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// projection in second pass.
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// If not cut and polytope extends beyond shadow projection clip
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// space (-1..1), it may get "twisted" by precisely adjusted shadow cam
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// projection in second pass.
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if ( pass == 0 && _frameShadowCastingCameraPasses > 1 )
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{ // Make sure extruded polytope does not extend beyond light frustum
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@@ -222,20 +222,20 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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bb = computeScenePolytopeBounds( mvp );
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}
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setDebugPolytope( "extended",
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setDebugPolytope( "extended",
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_sceneReceivingShadowPolytope, osg::Vec4( 1, 0.5, 0, 1 ), osg::Vec4( 1, 0.5, 0, 0.1 ) );
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_sceneReceivingShadowPolytope = polytope;
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_sceneReceivingShadowPolytopePoints = points;
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// Warning: Trim light projection at near plane may remove shadowing
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// Warning: Trim light projection at near plane may remove shadowing
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// from objects outside of view space but still casting shadows into it.
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// I have not noticed this issue so I left mask at default: all bits set.
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if( bb.valid() )
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trimProjection( cameraShadow->getProjectionMatrix(), bb, 1|2|4|8|16|32 );
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///// Debuging stuff //////////////////////////////////////////////////////////
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setDebugPolytope( "scene", _sceneReceivingShadowPolytope, osg::Vec4(0,1,0,1) );
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setDebugPolytope( "scene", _sceneReceivingShadowPolytope, osg::Vec4(0,1,0,1) );
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#if PRINT_SHADOW_TEXEL_TO_PIXEL_ERROR
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@@ -253,7 +253,7 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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frustum.setToUnitFrustum();
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frustum.transform( osg::Matrix::inverse( mvp ), mvp );
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setDebugPolytope( "shadowCamFrustum", frustum, osg::Vec4(0,0,1,1) );
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setDebugPolytope( "shadowCamFrustum", frustum, osg::Vec4(0,0,1,1) );
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}
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{
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@@ -270,7 +270,7 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
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{
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dump( *filename );
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filename->clear();
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}
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}
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}
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}
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@@ -283,36 +283,36 @@ void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
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if( _cv->getComputeNearFarMode() ) {
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// Redo steps from CullVisitor::popProjectionMatrix()
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// which clamps projection matrix when Camera & Projection
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// which clamps projection matrix when Camera & Projection
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// completes traversal of their children
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// We have to do this now manually
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// because we did not complete camera traversal yet but
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// We have to do this now manually
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// because we did not complete camera traversal yet but
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// we need to know how this clamped projection matrix will be
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_cv->computeNearPlane();
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osgUtil::CullVisitor::value_type n = _cv->getCalculatedNearPlane();
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osgUtil::CullVisitor::value_type f = _cv->getCalculatedFarPlane();
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if( n < f )
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_cv->clampProjectionMatrix( _clampedProjection, n, f );
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}
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}
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// Aditionally clamp far plane if shadows don't need to be cast as
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// far as main projection far plane
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// Aditionally clamp far plane if shadows don't need to be cast as
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// far as main projection far plane
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if( 0 < *_maxFarPlanePtr )
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clampProjection( _clampedProjection, 0.f, *_maxFarPlanePtr );
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// Give derived classes chance to initialize _sceneReceivingShadowPolytope
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// Give derived classes chance to initialize _sceneReceivingShadowPolytope
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osg::BoundingBox bb = computeShadowReceivingCoarseBounds( );
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if( bb.valid() )
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_sceneReceivingShadowPolytope.setToBoundingBox( bb );
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else
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else
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_sceneReceivingShadowPolytope.clear();
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// Cut initial scene using main camera frustum.
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// Cutting will work correctly on empty polytope too.
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// Cut initial scene using main camera frustum.
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// Cutting will work correctly on empty polytope too.
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// Take into consideration near far calculation and _maxFarPlane variable
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@@ -336,24 +336,24 @@ void MinimalShadowMap::ViewData::init( ThisClass *st, osgUtil::CullVisitor *cv )
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}
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void MinimalShadowMap::ViewData::cutScenePolytope
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( const osg::Matrix & transform,
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const osg::Matrix & inverse,
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( const osg::Matrix & transform,
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const osg::Matrix & inverse,
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const osg::BoundingBox & bb )
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{
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{
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_sceneReceivingShadowPolytopePoints.clear();
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if( bb.valid() ) {
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osg::Polytope polytope;
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polytope.setToBoundingBox( bb );
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polytope.transformProvidingInverse( inverse );
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_sceneReceivingShadowPolytope.cut( polytope );
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_sceneReceivingShadowPolytope.cut( polytope );
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_sceneReceivingShadowPolytope.getPoints
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( _sceneReceivingShadowPolytopePoints );
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} else
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_sceneReceivingShadowPolytope.clear();
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}
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osg::BoundingBox
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osg::BoundingBox
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MinimalShadowMap::ViewData::computeScenePolytopeBounds( const osg::Matrix & m )
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{
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osg::BoundingBox bb;
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@@ -361,7 +361,7 @@ osg::BoundingBox
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if( &m )
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for( unsigned i = 0; i < _sceneReceivingShadowPolytopePoints.size(); ++i )
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bb.expandBy( _sceneReceivingShadowPolytopePoints[i] * m );
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else
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else
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for( unsigned i = 0; i < _sceneReceivingShadowPolytopePoints.size(); ++i )
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bb.expandBy( _sceneReceivingShadowPolytopePoints[i] );
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@@ -398,7 +398,7 @@ void MinimalShadowMap::ViewData::trimProjection
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#else
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if( !bb.valid() || !( trimMask & (1|2|4|8|16|32) ) ) return;
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double l, r, t, b, n, f;
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bool ortho = projectionMatrix.getOrtho( l, r, b, t, n, f );
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bool ortho = projectionMatrix.getOrtho( l, r, b, t, n, f );
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if( !ortho && !projectionMatrix.getFrustum( l, r, b, t, n, f ) )
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return; // rotated or skewed or other crooked projection - give up
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@@ -409,7 +409,7 @@ void MinimalShadowMap::ViewData::trimProjection
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}
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osg::Matrix projectionToView = osg::Matrix::inverse( projectionMatrix );
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osg::Vec3 min =
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osg::Vec3( bb._min[0], bb._min[1], bb._min[2] ) * projectionToView;
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@@ -452,9 +452,9 @@ void MinimalShadowMap::ViewData::trimProjection
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if( t < max[1] && ( trimMask & 8 ) ) t = max[1];
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}
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if( ortho )
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if( ortho )
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projectionMatrix.makeOrtho( l, r, b, t, n, f );
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else
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else
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projectionMatrix.makeFrustum( l, r, b, t, n, f );
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#endif
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}
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@@ -479,24 +479,24 @@ void MinimalShadowMap::ViewData::clampProjection
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t *= new_near / n;
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}
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n = new_near;
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}
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}
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if( n < new_far && new_far < f ) {
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f = new_far;
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f = new_far;
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}
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if( perspective )
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projection.makeFrustum( l, r, b, t, n, f );
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else
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projection.makeOrtho( l, r, b, t, n, f );
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projection.makeOrtho( l, r, b, t, n, f );
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}
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}
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// Imagine following scenario:
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// Imagine following scenario:
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// We stand in the room and look through the window.
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// How should our view change if we were looking through larger window ?
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// In other words how should projection be adjusted if
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// window had grown by some margin ?
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// In other words how should projection be adjusted if
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// window had grown by some margin ?
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// Method computes such new projection which maintains perpective/world ratio
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void MinimalShadowMap::ViewData::extendProjection
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@@ -514,28 +514,28 @@ void MinimalShadowMap::ViewData::extendProjection
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}
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osg::Matrix window = viewport->computeWindowMatrix();
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osg::Vec3 vMin( viewport->x() - margin.x(),
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viewport->y() - margin.y(),
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osg::Vec3 vMin( viewport->x() - margin.x(),
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viewport->y() - margin.y(),
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0.0 );
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osg::Vec3 vMax( viewport->width() + margin.x() * 2 + vMin.x(),
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viewport->height() + margin.y() * 2 + vMin.y(),
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osg::Vec3 vMax( viewport->width() + margin.x() * 2 + vMin.x(),
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viewport->height() + margin.y() * 2 + vMin.y(),
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0.0 );
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osg::Matrix inversePW = osg::Matrix::inverse( projection * window );
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vMin = vMin * inversePW;
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vMax = vMax * inversePW;
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l = vMin.x();
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l = vMin.x();
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r = vMax.x();
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b = vMin.y();
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b = vMin.y();
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t = vMax.y();
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if( frustum )
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projection.makeFrustum( l,r,b,t,n,f );
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else
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else
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projection.makeOrtho( l,r,b,t,n,f );
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}
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