From Wojciech Lewandowski, various tweaks to osgShadow shadow mapping classes to improve consistency and enable more debug info output

This commit is contained in:
Robert Osfield
2011-02-23 16:45:44 +00:00
parent c45717fef0
commit 9cfb248b46
12 changed files with 107 additions and 24 deletions

View File

@@ -143,7 +143,7 @@ void MinimalShadowMap::ViewData::aimShadowCastingCamera
// We compute this vector on -ZY view plane, perpendicular to light direction
// Matrix m = ViewToWorld
#if 0
osg::Matrix m = osg::Matrix::inverse( *cv.getModelViewMatrix() );
osg::Matrix m = osg::Matrix::inverse( _cv->getModelViewMatrix() );
osg::Vec3 camFw( -m( 2, 0 ), -m( 2, 1 ), -m( 2, 2 ) );
camFw.normalize();
@@ -244,6 +244,34 @@ void MinimalShadowMap::ViewData::frameShadowCastingCamera
( cameraMain, cameraShadow, &_sceneReceivingShadowPolytope );
#endif
if( pass == _frameShadowCastingCameraPasses - 1 )
{
#if 1
{
osg::Matrix mvp = cameraShadow->getViewMatrix() * cameraShadow->getProjectionMatrix();
ConvexPolyhedron frustum;
frustum.setToUnitFrustum();
frustum.transform( osg::Matrix::inverse( mvp ), mvp );
setDebugPolytope( "shadowCamFrustum", frustum, osg::Vec4(0,0,1,1) );
}
{
osg::Matrix mvp = cameraMain->getViewMatrix() * cameraMain->getProjectionMatrix();
ConvexPolyhedron frustum;
frustum.setToUnitFrustum();
frustum.transform( osg::Matrix::inverse( mvp ), mvp );
setDebugPolytope( "mainCamFrustum", frustum, osg::Vec4(1,1,1,1) );
}
#endif
std::string * filename = getDebugDump( );
if( filename && !filename->empty() )
{
dump( *filename );
filename->clear();
}
}
}
void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
@@ -294,7 +322,6 @@ void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
setDebugPolytope
( "frustum", _sceneReceivingShadowPolytope, osg::Vec4(1,0,1,1));
}
void MinimalShadowMap::ViewData::init( ThisClass *st, osgUtil::CullVisitor *cv )