Converted tabs to four spaces
This commit is contained in:
@@ -114,11 +114,11 @@ 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[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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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[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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@@ -322,7 +322,7 @@ void LightSpacePerspectiveShadowMapAlgorithm::operator()
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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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// 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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@@ -424,14 +424,14 @@ public:
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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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//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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{ _nearDist = nearDist; }
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const double getFarDist() const
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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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@@ -470,54 +470,54 @@ 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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double calcNoptGeneral
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double calcNoptGeneral
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(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const;
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double calcNoptOld
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double calcNoptOld
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( const double gamma_ = 999) const;
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osg::Matrix getLispSmMtx
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(const osg::Matrix& lightSpace) const;
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osg::Vec3d getProjViewDir_ls
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osg::Vec3d getProjViewDir_ls
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(const osg::Matrix& lightSpace) const;
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void updateLightMtx
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void updateLightMtx
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(osg::Matrix& lightView, osg::Matrix& lightProj, const std::vector<osg::Vec3d>& B) const;
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public:
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LispSM( ) : _useLiSPSM( true ), _useFormula( true ), _useOldFormula( false ), _N( 1 ), _nearDist( 1 ), _farDist( 10 ) { }
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virtual void updateLightMtx( osg::Matrix& lightView, osg::Matrix& lightProj ) const;
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virtual void updateLightMtx( osg::Matrix& lightView, osg::Matrix& lightProj ) const;
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};
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};
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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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const osg::Matrix& eyeView = getViewMatrix();
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ConvexPolyhedron::Vertices LVS;
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_hull.getPoints( LVS );
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//the LVS volume is always in front of the camera
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//the camera points along the neg z axis.
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//-> so the nearest point is the maximum
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//the LVS volume is always in front of the camera
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//the camera points along the neg z axis.
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//-> so the nearest point is the maximum
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unsigned max = 0;
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for(unsigned i = 0; i < LVS.size(); i++) {
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unsigned max = 0;
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for(unsigned i = 0; i < LVS.size(); i++) {
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LVS[i] = LVS[i] * eyeView;
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if( LVS[max].z() < LVS[i].z() ) {
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max = i;
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}
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}
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//transform back to world space
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if( LVS[max].z() < LVS[i].z() ) {
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max = i;
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}
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}
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//transform back to world space
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return LVS[max] * osg::Matrix::inverse( eyeView );
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}
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@@ -526,16 +526,16 @@ osg::Vec3d LispSM::getNearCameraPointE( ) const
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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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{
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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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//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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A.transform( lightSpace );
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//transform to light space
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const osg::Vec3d e_ls = e * lightSpace;
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//to transform plane A into lightSpace
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A.transform( lightSpace );
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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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//and the y coord of the plane A and plane (z==B_lsZmax) intersection
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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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@@ -546,34 +546,34 @@ osg::Vec3d LispSM::getZ0_ls
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v.y() = -A.distance( v ) / A.getNormal().y();
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#else
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//get the parameters of A from the plane equation n dot d = 0
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//get the parameters of A from the plane equation n dot d = 0
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const double d = A.asVec4()[3];
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const osg::Vec3d n = A.getNormal();
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osg::Vec3d v(e_ls.x(),(-d-n.z()*b_lsZmax-n.x()*e_ls.x())/n.y(),b_lsZmax);
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#endif
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return v;
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return v;
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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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{
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const osg::Matrix& eyeView = getViewMatrix();
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const osg::Matrix& eyeView = getViewMatrix();
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const osg::Matrix invLightSpace = osg::Matrix::inverse( lightSpace );
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const osg::Vec3d z0_ls = getZ0_ls(lightSpace, _E,B_ls.zMax(),getEyeDir());
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const osg::Vec3d z1_ls = osg::Vec3d(z0_ls.x(),z0_ls.y(),B_ls.zMin());
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//to world
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const osg::Vec3d z0_ls = getZ0_ls(lightSpace, _E,B_ls.zMax(),getEyeDir());
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const osg::Vec3d z1_ls = osg::Vec3d(z0_ls.x(),z0_ls.y(),B_ls.zMin());
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//to world
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const osg::Vec4d z0_ws = osg::Vec4d( z0_ls, 1 ) * invLightSpace;
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const osg::Vec4d z1_ws = osg::Vec4d( z1_ls, 1 ) * invLightSpace;
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const osg::Vec4d z1_ws = osg::Vec4d( z1_ls, 1 ) * invLightSpace;
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//to eye
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const osg::Vec4d z0_cs = z0_ws * eyeView;
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const osg::Vec4d z1_cs = z1_ws * eyeView;
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//to eye
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const osg::Vec4d z0_cs = z0_ws * eyeView;
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const osg::Vec4d z1_cs = z1_ws * eyeView;
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double z0 = -z0_cs.z() / z0_cs.w();
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double z1 = -z1_cs.z() / z1_cs.w();
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double z0 = -z0_cs.z() / z0_cs.w();
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double z1 = -z1_cs.z() / z1_cs.w();
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if( z1 / z0 <= 1.0 ) {
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@@ -603,22 +603,22 @@ double LispSM::calcNoptGeneral(const osg::Matrix lightSpace, const osg::Bounding
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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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return N;
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return N;
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}
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double LispSM::calcNoptOld( const double gamma_ ) const
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{
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const double& n = getNearDist();
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const double& f = getFarDist();
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const double d = abs(f-n);
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double sinGamma(0);
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if(999 == gamma_) {
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const double& n = getNearDist();
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const double& f = getFarDist();
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const double d = abs(f-n);
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double sinGamma(0);
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if(999 == gamma_) {
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double dot = getEyeDir() * getLightDir();
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sinGamma = sqrt( 1.0 - dot * dot );
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}
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else {
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sinGamma = sin(gamma_);
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}
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sinGamma = sqrt( 1.0 - dot * dot );
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}
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else {
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sinGamma = sin(gamma_);
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}
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double N = (n+sqrt(n*(n+d*sinGamma)))/sinGamma;
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#if PRINT_COMPUTED_N_OPT
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@@ -629,71 +629,71 @@ double LispSM::calcNoptOld( const double gamma_ ) const
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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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return N;
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return N;
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}
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double LispSM::getN(const osg::Matrix lightSpace, const osg::BoundingBox& B_ls) const
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{
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if( getUseFormula()) {
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if( getUseFormula()) {
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if( getUseOldFormula() )
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return calcNoptOld();
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else
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return calcNoptGeneral(lightSpace,B_ls);
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}
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else {
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return getN();
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}
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return calcNoptGeneral(lightSpace,B_ls);
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}
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else {
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return getN();
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}
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}
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//this is the algorithm discussed in the article
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osg::Matrix LispSM::getLispSmMtx( const osg::Matrix& lightSpace ) const
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{
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const osg::BoundingBox B_ls = _hull.computeBoundingBox( lightSpace );
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const double n = getN(lightSpace,B_ls);
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const double n = getN(lightSpace,B_ls);
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//get the coordinates of the near camera point in light space
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const osg::Vec3d e_ls = _E * lightSpace;
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//c start has the x and y coordinate of e, the z coord of B.min()
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const osg::Vec3d Cstart_lp(e_ls.x(),e_ls.y(),B_ls.zMax());
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//get the coordinates of the near camera point in light space
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const osg::Vec3d e_ls = _E * lightSpace;
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//c start has the x and y coordinate of e, the z coord of B.min()
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const osg::Vec3d Cstart_lp(e_ls.x(),e_ls.y(),B_ls.zMax());
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if( n >= INFINITY ) {
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//if n is inf. than we should do uniform shadow mapping
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return osg::Matrix::identity();
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}
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//calc C the projection center
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//new projection center C, n behind the near plane of P
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//we work along a negative axis so we transform +n*<the positive axis> == -n*<neg axis>
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const osg::Vec3d C( Cstart_lp + osg::Vec3d(0,0,1) * n );
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//construct a translation that moves to the projection center
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if( n >= INFINITY ) {
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//if n is inf. than we should do uniform shadow mapping
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return osg::Matrix::identity();
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}
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//calc C the projection center
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//new projection center C, n behind the near plane of P
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//we work along a negative axis so we transform +n*<the positive axis> == -n*<neg axis>
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const osg::Vec3d C( Cstart_lp + osg::Vec3d(0,0,1) * n );
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//construct a translation that moves to the projection center
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const osg::Matrix projectionCenter = osg::Matrix::translate( -C );
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//calc d the perspective transform depth or light space y extents
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const double d = osg::absolute(B_ls.zMax()-B_ls.zMin());
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//calc d the perspective transform depth or light space y extents
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const double d = osg::absolute(B_ls.zMax()-B_ls.zMin());
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//the lispsm perspective transformation
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//the lispsm perspective transformation
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//here done with a standard frustum call that maps P onto the unit cube with
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//corner points [-1,-1,-1] and [1,1,1].
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//in directX you can use the same mapping and do a mapping to the directX post-perspective cube
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//with corner points [-1,-1,0] and [1,1,1] as the final step after all the shadow mapping.
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//here done with a standard frustum call that maps P onto the unit cube with
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//corner points [-1,-1,-1] and [1,1,1].
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//in directX you can use the same mapping and do a mapping to the directX post-perspective cube
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//with corner points [-1,-1,0] and [1,1,1] as the final step after all the shadow mapping.
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osg::Matrix P = osg::Matrix::frustum( -1.0,1.0,-1.0,1.0, n, n+d );
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//invert the transform from right handed into left handed coordinate system for the ndc
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//done by the openGL style frustumGL call
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//so we stay in a right handed system
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//invert the transform from right handed into left handed coordinate system for the ndc
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//done by the openGL style frustumGL call
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//so we stay in a right handed system
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P = P * osg::Matrix::scale( 1.0,1.0,-1.0 );
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//return the lispsm frustum with the projection center
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return projectionCenter * P;
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//return the lispsm frustum with the projection center
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return projectionCenter * P;
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}
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osg::Vec3d LispSM::getProjViewDir_ls(const osg::Matrix& lightSpace ) const {
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//get the point in the LVS volume that is nearest to the camera
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const osg::Vec3d e = _E;
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//construct edge to transform into light-space
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const osg::Vec3d b = e+getEyeDir();
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//transform to light-space
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//get the point in the LVS volume that is nearest to the camera
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const osg::Vec3d e = _E;
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//construct edge to transform into light-space
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const osg::Vec3d b = e+getEyeDir();
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//transform to light-space
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osg::Vec4d e_lp = osg::Vec4d( e, 1.0 ) * lightSpace;
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osg::Vec4d b_lp = osg::Vec4d( b, 1.0 ) * lightSpace;
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osg::Vec4d b_lp = osg::Vec4d( b, 1.0 ) * lightSpace;
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if( e_lp[3] <= 0 )
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{
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@@ -714,56 +714,56 @@ osg::Vec3d LispSM::getProjViewDir_ls(const osg::Matrix& lightSpace ) const {
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projDir.normalize();
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//project the view direction into the shadow map plane
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projDir.y() = 0.0;
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return projDir;
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//project the view direction into the shadow map plane
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projDir.y() = 0.0;
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return projDir;
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}
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void LispSM::updateLightMtx
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( osg::Matrix& lightView, osg::Matrix& lightProj ) const
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{
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//calculate standard light space for spot or directional lights
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//this routine returns two matrices:
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//lightview contains the rotated translated frame
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//lightproj contains in the case of a spot light the spot light perspective transformation
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//in the case of a directional light a identity matrix
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// calcLightSpace(lightView,lightProj);
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//calculate standard light space for spot or directional lights
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//this routine returns two matrices:
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//lightview contains the rotated translated frame
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//lightproj contains in the case of a spot light the spot light perspective transformation
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//in the case of a directional light a identity matrix
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// calcLightSpace(lightView,lightProj);
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if( _hull._faces.empty() ) {
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//debug() << "empty intersection body -> completely inside shadow\n";//debug output
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return;
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}
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//debug() << "empty intersection body -> completely inside shadow\n";//debug output
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return;
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}
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_E = getNearCameraPointE();
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lightProj = lightProj * osg::Matrix::scale( 1, 1, -1 );
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//coordinate system change for calculations in the article
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//coordinate system change for calculations in the article
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osg::Matrix switchToArticle = osg::Matrix::identity();
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switchToArticle(1,1) = 0.0;
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switchToArticle(1,2) =-1.0; // y -> -z
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switchToArticle(2,1) = 1.0; // z -> y
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switchToArticle(2,2) = 0.0;
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//switch to the lightspace used in the article
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lightProj = lightProj * switchToArticle;
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switchToArticle(1,1) = 0.0;
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switchToArticle(1,2) =-1.0; // y -> -z
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switchToArticle(2,1) = 1.0; // z -> y
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switchToArticle(2,2) = 0.0;
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//switch to the lightspace used in the article
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lightProj = lightProj * switchToArticle;
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osg::Matrix L = lightView * lightProj;
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osg::Matrix L = lightView * lightProj;
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osg::Vec3d projViewDir = getProjViewDir_ls(L);
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osg::Vec3d projViewDir = getProjViewDir_ls(L);
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if( getUseLiSPSM() /* && projViewDir.z() < 0*/ ) {
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//do Light Space Perspective shadow mapping
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//rotate the lightspace so that the proj light view always points upwards
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//calculate a frame matrix that uses the projViewDir[light-space] as up vector
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//look(from position, into the direction of the projected direction, with unchanged up-vector)
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lightProj = lightProj *
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if( getUseLiSPSM() /* && projViewDir.z() < 0*/ ) {
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//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 *
|
||||
osg::Matrix::lookAt( osg::Vec3d(0,0,0), projViewDir, osg::Vec3d(0,1,0) );
|
||||
|
||||
osg::Matrix lispsm = getLispSmMtx( lightView * lightProj );
|
||||
lightProj = lightProj * lispsm;
|
||||
}
|
||||
osg::Matrix lispsm = getLispSmMtx( lightView * lightProj );
|
||||
lightProj = lightProj * lispsm;
|
||||
}
|
||||
|
||||
const osg::Matrix PL = lightView * lightProj;
|
||||
const osg::Matrix PL = lightView * lightProj;
|
||||
|
||||
osg::BoundingBox bb = _hull.computeBoundingBox( PL );
|
||||
|
||||
@@ -772,19 +772,19 @@ void LispSM::updateLightMtx
|
||||
bb._min[1], bb._max[1],
|
||||
-bb._max[2], -bb._min[2] );
|
||||
|
||||
//map to unit cube
|
||||
lightProj = lightProj * fitToUnitFrustum;
|
||||
//map to unit cube
|
||||
lightProj = lightProj * fitToUnitFrustum;
|
||||
|
||||
//coordinate system change for calculations in the article
|
||||
osg::Matrix switchToGL = osg::Matrix::identity();
|
||||
switchToGL(1,1) = 0.0;
|
||||
switchToGL(1,2) = 1.0; // y -> z
|
||||
switchToGL(2,1) = -1.0; // z -> -y
|
||||
switchToGL(2,2) = 0.0;
|
||||
//coordinate system change for calculations in the article
|
||||
osg::Matrix switchToGL = osg::Matrix::identity();
|
||||
switchToGL(1,1) = 0.0;
|
||||
switchToGL(1,2) = 1.0; // y -> z
|
||||
switchToGL(2,1) = -1.0; // z -> -y
|
||||
switchToGL(2,2) = 0.0;
|
||||
|
||||
//back to open gl coordinate system y <-> z
|
||||
lightProj = lightProj * switchToGL;
|
||||
//transform from right handed system into left handed ndc
|
||||
//back to open gl coordinate system y <-> z
|
||||
lightProj = lightProj * switchToGL;
|
||||
//transform from right handed system into left handed ndc
|
||||
lightProj = lightProj * osg::Matrix::scale(1.0,1.0,-1.0);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user