332 lines
13 KiB
C++
332 lines
13 KiB
C++
/* -*-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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* (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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* 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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* OpenSceneGraph Public License for more details.
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*/
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#include <stdlib.h>
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#include <osgShadow/ShadowMap>
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#include <osgShadow/SoftShadowMap>
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#include <osgShadow/ShadowedScene>
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#include <osg/Notify>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/PolygonOffset>
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#include <osg/CullFace>
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#include <osg/io_utils>
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using namespace osgShadow;
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#include <iostream>
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//for debug
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#include <osg/LightSource>
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#include <osg/PolygonMode>
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#include <osg/Geometry>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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#include <osg/Texture3D>
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#include <osg/TexGen>
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#define IMPROVE_TEXGEN_PRECISION 1
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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// Implementation from Chapter 17, Efficient Soft-Edged Shadows Using Pixel Shader Branching, Yury Uralsky.
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// GPU Gems 2, Matt Pharr ed. Addison-Wesley.
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//
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static const char fragmentSoftShaderSource_noBaseTexture[] =
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"#define SAMPLECOUNT 64 \n"
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"#define SAMPLECOUNT_FLOAT 64.0 \n"
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"#define SAMPLECOUNT_D2 32 \n"
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"#define SAMPLECOUNT_D2_FLOAT 32.0 \n"
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"#define INV_SAMPLECOUNT (1.0 / SAMPLECOUNT_FLOAT) \n"
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform sampler3D osgShadow_jitterTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"uniform float osgShadow_softnessWidth; \n"
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"uniform float osgShadow_jitteringScale; \n"
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"void main(void) \n"
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"{ \n"
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" vec4 sceneShadowProj = gl_TexCoord[1]; \n"
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" float softFactor = osgShadow_softnessWidth * sceneShadowProj.w; \n"
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" vec4 smCoord = sceneShadowProj; \n"
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" vec3 jitterCoord = vec3( gl_FragCoord.xy / osgShadow_jitteringScale, 0.0 ); \n"
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" float shadow = 0.0; \n"
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// First "cheap" sample test
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" const float pass_div = 1.0 / (2.0 * 4.0); \n"
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" for ( int i = 0; i < 4; ++i ) \n"
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" { \n"
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// Get jitter values in [0,1]; adjust to have values in [-1,1]
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" vec4 offset = 2.0 * texture3D( osgShadow_jitterTexture, jitterCoord ) -1.0; \n"
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" jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; \n"
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" smCoord.xy = sceneShadowProj.xy + (offset.xy) * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * pass_div; \n"
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" smCoord.xy = sceneShadowProj.xy + (offset.zw) * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x *pass_div; \n"
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" } \n"
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// skip all the expensive shadow sampling if not needed
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" if ( shadow * (shadow -1.0) != 0.0 ) \n"
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" { \n"
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" shadow *= pass_div; \n"
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" for (int i=0; i<SAMPLECOUNT_D2 - 4; ++i){ \n"
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" vec4 offset = 2.0 * texture3D( osgShadow_jitterTexture, jitterCoord ) - 1.0; \n"
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" jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; \n"
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" smCoord.xy = sceneShadowProj.xy + offset.xy * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n"
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" smCoord.xy = sceneShadowProj.xy + offset.zw * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n"
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" } \n"
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" } \n"
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// apply shadow, modulo the ambient bias
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" gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow * osgShadow_ambientBias.y); \n"
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"} \n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentSoftShaderSource_withBaseTexture[] =
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"#define SAMPLECOUNT 64 \n"
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"#define SAMPLECOUNT_FLOAT 64.0 \n"
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"#define SAMPLECOUNT_D2 32 \n"
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"#define SAMPLECOUNT_D2_FLOAT 32.0 \n"
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"#define INV_SAMPLECOUNT (1.0 / SAMPLECOUNT_FLOAT) \n"
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"uniform sampler2D osgShadow_baseTexture; \n"
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform sampler3D osgShadow_jitterTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"uniform float osgShadow_softnessWidth; \n"
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"uniform float osgShadow_jitteringScale; \n"
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"void main(void) \n"
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"{ \n"
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" vec4 sceneShadowProj = gl_TexCoord[1]; \n"
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" float softFactor = osgShadow_softnessWidth * sceneShadowProj.w; \n"
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" vec4 smCoord = sceneShadowProj; \n"
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" vec3 jitterCoord = vec3( gl_FragCoord.xy / osgShadow_jitteringScale, 0.0 ); \n"
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" float shadow = 0.0; \n"
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// First "cheap" sample test
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" const float pass_div = 1.0 / (2.0 * 4.0); \n"
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" for ( int i = 0; i < 4; ++i ) \n"
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" { \n"
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// Get jitter values in [0,1]; adjust to have values in [-1,1]
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" vec4 offset = 2.0 * texture3D( osgShadow_jitterTexture, jitterCoord ) -1.0; \n"
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" jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; \n"
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" smCoord.xy = sceneShadowProj.xy + (offset.xy) * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * pass_div; \n"
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" smCoord.xy = sceneShadowProj.xy + (offset.zw) * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x *pass_div; \n"
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" } \n"
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// skip all the expensive shadow sampling if not needed
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" if ( shadow * (shadow -1.0) != 0.0 ) \n"
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" { \n"
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" shadow *= pass_div; \n"
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" for (int i=0; i<SAMPLECOUNT_D2 -4; ++i){ \n"
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" vec4 offset = 2.0 * texture3D( osgShadow_jitterTexture, jitterCoord ) - 1.0; \n"
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" jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; \n"
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" smCoord.xy = sceneShadowProj.xy + offset.xy * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n"
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" smCoord.xy = sceneShadowProj.xy + offset.zw * softFactor; \n"
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" shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n"
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" } \n"
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" } \n"
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// apply color and object base texture
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" vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n"
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// apply shadow, modulo the ambient bias
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" gl_FragColor = color * (osgShadow_ambientBias.x + shadow * osgShadow_ambientBias.y); \n"
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"} \n";
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SoftShadowMap::SoftShadowMap():
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_softnessWidth(0.005f),
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_jitteringScale(32.f),
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_jitterTextureUnit(_shadowTextureUnit+1)
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{
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}
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SoftShadowMap::SoftShadowMap(const SoftShadowMap& copy, const osg::CopyOp& copyop):
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ShadowMap(copy,copyop),
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_softnessWidth(copy._softnessWidth),
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_jitteringScale(copy._jitteringScale),
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_jitterTextureUnit(copy._shadowTextureUnit)
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{
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}
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void SoftShadowMap::setJitteringScale(float jitteringScale)
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{
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_jitteringScale = jitteringScale;
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if (_jitteringScaleUniform.valid()) _jitteringScaleUniform->set(_jitteringScale);
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}
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void SoftShadowMap::setSoftnessWidth(float softnessWidth)
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{
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_softnessWidth = softnessWidth;
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if (_softnessWidthUniform.valid()) _softnessWidthUniform->set(_softnessWidth);
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}
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void SoftShadowMap::setJitterTextureUnit(unsigned int jitterTextureUnit)
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{
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_jitterTextureUnit=jitterTextureUnit;
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}
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void SoftShadowMap::createUniforms()
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{
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_uniformList.clear();
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osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
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_uniformList.push_back(baseTextureSampler);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
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_uniformList.push_back(shadowTextureSampler);
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_ambientBiasUniform = new osg::Uniform("osgShadow_ambientBias",_ambientBias);
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_uniformList.push_back(_ambientBiasUniform.get());
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_softnessWidthUniform = new osg::Uniform("osgShadow_softnessWidth",_softnessWidth);
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_uniformList.push_back(_softnessWidthUniform.get());
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_jitteringScaleUniform = new osg::Uniform("osgShadow_jitteringScale",_jitteringScale);
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_uniformList.push_back(_jitteringScaleUniform.get());
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_jitterTextureUnit=_shadowTextureUnit+1;
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initJittering(_stateset.get());
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osg::Uniform* jitterTextureSampler = new osg::Uniform("osgShadow_jitterTexture",(int)_jitterTextureUnit);
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_uniformList.push_back(jitterTextureSampler);
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}
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void SoftShadowMap::createShaders()
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{
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// if we are not given shaders, use the default
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if( _shaderList.empty() )
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{
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if (_shadowTextureUnit==0)
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentSoftShaderSource_noBaseTexture);
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_shaderList.push_back(fragment_shader);
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}
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else
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentSoftShaderSource_withBaseTexture);
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_shaderList.push_back(fragment_shader);
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}
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}
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}
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// Implementation from Chapter 17, Efficient Soft-Edged Shadows Using Pixel Shader Branching, Yury Uralsky.
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// GPU Gems 2, Matt Pharr ed. Addison-Wesley.
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//
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// Creates a 3D texture containing jittering data used in the shader to take samples of the shadow map.
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void SoftShadowMap::initJittering(osg::StateSet *ss)
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{
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// create a 3D texture with hw mipmapping
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osg::Texture3D* texture3D = new osg::Texture3D;
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texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::NEAREST);
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texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::NEAREST);
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texture3D->setWrap(osg::Texture3D::WRAP_S,osg::Texture3D::REPEAT);
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texture3D->setWrap(osg::Texture3D::WRAP_T,osg::Texture3D::REPEAT);
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texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::REPEAT);
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texture3D->setUseHardwareMipMapGeneration(true);
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const unsigned int size = 16;
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const unsigned int gridW = 8;
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const unsigned int gridH = 8;
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unsigned int R = (gridW * gridH / 2);
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texture3D->setTextureSize(size, size, R);
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// then create the 3d image to fill with jittering data
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osg::Image* image3D = new osg::Image;
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unsigned char *data3D = new unsigned char[size * size * R * 4];
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for ( unsigned int s = 0; s < size; ++s )
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{
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for ( unsigned int t = 0; t < size; ++t )
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{
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float v[4], d[4];
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for ( unsigned int r = 0; r < R; ++r )
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{
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const int x = r % ( gridW / 2 );
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const int y = ( gridH - 1 ) - ( r / (gridW / 2) );
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// Generate points on a regular gridW x gridH rectangular
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// grid. We multiply x by 2 because, we treat 2
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// consecutive x each loop iteration. Add 0.5f to be in
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// the center of the pixel. x, y belongs to [ 0.0, 1.0 ].
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v[0] = float( x * 2 + 0.5f ) / gridW;
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v[1] = float( y + 0.5f ) / gridH;
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v[2] = float( x * 2 + 1 + 0.5f ) / gridW;
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v[3] = v[1];
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// Jitter positions. ( 0.5f / w ) == ( 1.0f / 2*w )
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v[0] += ((float)rand() * 2.f / RAND_MAX - 1.f) * ( 0.5f / gridW );
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v[1] += ((float)rand() * 2.f / RAND_MAX - 1.f) * ( 0.5f / gridH );
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v[2] += ((float)rand() * 2.f / RAND_MAX - 1.f) * ( 0.5f / gridW );
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v[3] += ((float)rand() * 2.f / RAND_MAX - 1.f) * ( 0.5f / gridH );
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// Warp to disk; values in [-1,1]
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d[0] = sqrtf( v[1] ) * cosf( 2.f * 3.1415926f * v[0] );
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d[1] = sqrtf( v[1] ) * sinf( 2.f * 3.1415926f * v[0] );
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d[2] = sqrtf( v[3] ) * cosf( 2.f * 3.1415926f * v[2] );
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d[3] = sqrtf( v[3] ) * sinf( 2.f * 3.1415926f * v[2] );
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// store d into unsigned values [0,255]
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const unsigned int tmp = ( (r * size * size) + (t * size) + s ) * 4;
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data3D[ tmp + 0 ] = (unsigned char)( ( 1.f + d[0] ) * 127 );
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data3D[ tmp + 1 ] = (unsigned char)( ( 1.f + d[1] ) * 127 );
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data3D[ tmp + 2 ] = (unsigned char)( ( 1.f + d[2] ) * 127 );
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data3D[ tmp + 3 ] = (unsigned char)( ( 1.f + d[3] ) * 127 );
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}
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}
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}
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// the GPU Gem implementation uses a NV specific internal texture format (GL_SIGNED_RGBA_NV)
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// In order to make it more generic, we use GL_RGBA4 which should be cross platform.
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#ifdef GL_RGBA4
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GLenum internalTextureFormat = GL_RGBA4;
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#else
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// OpenGLES 1.1 doesn't define GL_RGBA4, so we'll just assume RGBA
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GLenum internalTextureFormat = GL_RGBA;
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#endif
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image3D->setImage(size, size, R, internalTextureFormat, GL_RGBA, GL_UNSIGNED_BYTE, data3D, osg::Image::USE_NEW_DELETE);
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texture3D->setImage(image3D);
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ss->setTextureAttributeAndModes(_jitterTextureUnit, texture3D, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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ss->setTextureMode(_jitterTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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ss->setTextureMode(_jitterTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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ss->setTextureMode(_jitterTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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}
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