Files
OpenSceneGraph/src/osgShadow/ParallelSplitShadowMap.cpp
2007-09-24 15:24:23 +00:00

849 lines
38 KiB
C++

/* OpenSceneGraph example, osgshadow.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/* ParallelSplitShadowMap written by Adrian Egli */
#include <osgShadow/ParallelSplitShadowMap>
#include <osgShadow/ShadowedScene>
#include <osg/Notify>
#include <osg/ComputeBoundsVisitor>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/io_utils>
#include <iostream>
#include <sstream>
#include <osg/Geode>
#include <osg/Geometry>
#include <osgDB/ReadFile>
#include <osg/Texture1D>
using namespace osgShadow;
// split scheme
#define TEXTURE_RESOLUTION 1024
//#define ADAPTIVE_TEXTURE_RESOLUTION
#define LINEAR_SPLIT true
#define ZNEAR_MIN_FROM_LIGHT_SOURCE 2.0
//#define SHOW_SHADOW_TEXTURE_DEBUG // DEPTH instead of color for debug information texture display in a rectangle
//#define SHADOW_TEXTURE_DEBUG // COLOR instead of DEPTH
#ifndef SHADOW_TEXTURE_DEBUG
#define SHADOW_TEXTURE_GLSL
#endif
std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount) {
std::stringstream sstr;
/// base texture
sstr << "uniform sampler2D baseTexture; " << std::endl;
sstr << "uniform sampler2D randomTexture; " << std::endl;
sstr << "uniform float enableBaseTexture; " << std::endl;
for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << "uniform sampler2DShadow shadowTexture" << i <<"; " << std::endl;
//TODO: sstr << "uniform vec2 ambientBias" << i <<"; " << std::endl;
sstr << "uniform float zShadow" << i <<"; " << std::endl;
}
sstr << "void main(void)" << std::endl;
sstr << "{" << std::endl;
if ( debug ) {
sstr << " vec4 coord = vec4(0,0,0,1);"<<std::endl;
} else {
sstr << " vec4 coord = gl_FragCoord;"<<std::endl;
}
for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]).r;" << std::endl;
sstr << " vec4 random" << i <<" = "<<(1.25/(double)_resolution)<<"*coord.z*texture2D(randomTexture,gl_TexCoord[" << (i+1) <<"].st); " << std::endl;
sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" << std::endl;
sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" << std::endl;
sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" << std::endl;
sstr << " float shadow4" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" << std::endl;
sstr << " shadow" << i <<" = shadow" << i <<" + shadow1" << i <<" + shadow2" << i <<" + shadow3" << i <<" + shadow4" << i <<";" << std::endl;
sstr << " shadow" << i <<" = shadow" << i <<"*0.2;" << std::endl;
}
sstr << " float term0 = (1.0-shadow0); " << std::endl;
for (unsigned int i=1;i<_number_of_splits;i++) {
sstr << " float term" << i << " = (1.0-shadow"<<i<<");"<< std::endl; // * (step(coord.z,zShadow"<<(i-1)<<")); " << std::endl;
}
// v => SHADOW filter; " << std::endl;
sstr << " float v = clamp(";
for (unsigned int i=0;i<_number_of_splits;i++) {
sstr << "term" << i;
if ( i+1 < _number_of_splits ){
sstr << "+";
}
}
sstr << ",0.0,1.0);" << std::endl;
if ( _debug_color_in_GLSL ) {
sstr << " float c0=0.0;" << std::endl;
sstr << " float c1=0.0;" << std::endl;
sstr << " float c2=0.0;" << std::endl;
sstr << " float sumTerm=0.0;" << std::endl;
for (unsigned int i=0;i<_number_of_splits;i++) {
if ( i < 3 ) sstr << " c" << i << "=term" << i << ";" << std::endl;
sstr << " sumTerm=sumTerm+term" << i << ";" << std::endl;
}
sstr << " vec4 color = gl_Color * ( 1.0 - sumTerm ) + (sumTerm)* gl_Color*vec4(c0,(1.0-c0)*c1,(1.0-c0)*(1.0-c1)*c2,1.0); " << std::endl;
} else {
sstr << " vec4 color = gl_Color; "<< std::endl;
}
sstr << " vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st); " << std::endl;
sstr << " float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); " << std::endl; //18
sstr << " vec4 colorTex = color*texcolor;" << std::endl;
sstr << " gl_FragColor = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter)*(1.0-0.30*v); "<< std::endl;
sstr << "}"<< std::endl;
if ( splitCount == _number_of_splits-1 ) osg::notify(osg::INFO) << std::endl << "ParallelSplitShadowMap: GLSL shader code:" << std::endl << "-------------------------------------------------------------------" << std::endl << sstr.str() << std::endl;
return sstr.str();
}
// clamp variables of any type
template<class Type> inline Type Clamp(Type A, Type Min, Type Max) {
if(A<Min) return Min;
if(A>Max) return Max;
return A;
}
#define min(a,b) (((a) < (b)) ? (a) : (b))
#define max(a,b) (((a) > (b)) ? (a) : (b))
ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes) :
_textureUnitOffset(1),
_debug_color_in_GLSL(false),
_user_polgyonOffset_set(false),
_resolution(TEXTURE_RESOLUTION),
_isSetMaxFarDistance(false),
_useFrontCullFace(false),
_split_min_near_dist(ZNEAR_MIN_FROM_LIGHT_SOURCE),
_linearSplit(LINEAR_SPLIT)
{
_displayTexturesGroupingNode = gr;
_number_of_splits = icountplanes;
//_polgyonOffset.set(10.0f,20.0f);
_polgyonOffset.set(-0.02f,1.0f);
}
ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop),
_textureUnitOffset(copy._textureUnitOffset),
_debug_color_in_GLSL(copy._debug_color_in_GLSL),
_user_polgyonOffset_set(copy._user_polgyonOffset_set),
_resolution(copy._resolution),
_isSetMaxFarDistance(copy._isSetMaxFarDistance),
_useFrontCullFace(copy._useFrontCullFace),
_split_min_near_dist(copy._split_min_near_dist),
_linearSplit(copy._linearSplit),
_number_of_splits(copy._number_of_splits),
_polgyonOffset(copy._polgyonOffset),
_setMaxFarDistance(copy._setMaxFarDistance)
{
}
void ParallelSplitShadowMap::init(){
if (!_shadowedScene) return;
osg::StateSet* sharedStateSet = new osg::StateSet;
unsigned int iCamerasMax=_number_of_splits;
for (unsigned int iCameras=0;iCameras<iCamerasMax;iCameras++)
{
PSSMShadowSplitTexture pssmShadowSplitTexture;
pssmShadowSplitTexture._splitID = iCameras;
pssmShadowSplitTexture._textureUnit = iCameras+_textureUnitOffset;
//pssmShadowSplitTexture._ambientBias = osg::Vec2(0.9-(double)iCameras/10.0,0.1+(double)iCameras/10.0);
pssmShadowSplitTexture._ambientBias = osg::Vec2(0.0,1.0);
pssmShadowSplitTexture._resolution =
#ifdef ADAPTIVE_TEXTURE_RESOLUTION
_resolution / pow(2,iCameras);
#else
_resolution ;
#endif
pssmShadowSplitTexture._resolution = max(pssmShadowSplitTexture._resolution ,128);
osg::notify(osg::INFO) << "ParallelSplitShadowMap : Texture ID=" << iCameras << " Resolution=" << pssmShadowSplitTexture._resolution << std::endl;
// set up the texture to render into
{
pssmShadowSplitTexture._texture = new osg::Texture2D;
pssmShadowSplitTexture._texture->setTextureSize(pssmShadowSplitTexture._resolution, pssmShadowSplitTexture._resolution);
#ifndef SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._texture->setInternalFormat(GL_DEPTH_COMPONENT);
pssmShadowSplitTexture._texture->setShadowComparison(true);
pssmShadowSplitTexture._texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
#else
pssmShadowSplitTexture._texture->setInternalFormat(GL_RGBA);
#endif
pssmShadowSplitTexture._texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
pssmShadowSplitTexture._texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
pssmShadowSplitTexture._texture->setBorderColor(osg::Vec4(1.0,1.0,1.0,1.0));
pssmShadowSplitTexture._texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER);
pssmShadowSplitTexture._texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER);
}
// set up the render to texture camera.
{
// create the camera
pssmShadowSplitTexture._camera = new osg::Camera;
pssmShadowSplitTexture._camera->setCullCallback(new CameraCullCallback(this));
#ifndef SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT);
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
#else
pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
switch(iCameras)
{
case 0:
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,0.0,0.0,1.0));
break;
case 1:
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(0.0,1.0,0.0,1.0));
break;
case 2:
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(0.0,0.0,1.0,1.0));
break;
default:
pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
break;
}
#endif
pssmShadowSplitTexture._camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
// set viewport
pssmShadowSplitTexture._camera->setViewport(0,0,pssmShadowSplitTexture._resolution,pssmShadowSplitTexture._resolution);
// set the camera to render before the main camera.
pssmShadowSplitTexture._camera->setRenderOrder(osg::Camera::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
pssmShadowSplitTexture._camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
#ifndef SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._camera->attach(osg::Camera::DEPTH_BUFFER, pssmShadowSplitTexture._texture.get());
#else
pssmShadowSplitTexture._camera->attach(osg::Camera::COLOR_BUFFER, pssmShadowSplitTexture._texture.get());
#endif
osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet();
if ( 1 ) {
float factor = _polgyonOffset.x();
float units = _polgyonOffset.y();
//std::cout << "PSSM PolygonOffset: units=" << units << " factor=" << factor << std::endl;
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
//polygon_offset->setFactorAndUnitsMultipliersUsingBestGuessForDriver();
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
if ( _useFrontCullFace ) {
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
cull_face->setMode(osg::CullFace::FRONT);
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
}
// set up stateset and append texture, texGen ,...
{
pssmShadowSplitTexture._stateset = sharedStateSet;//new osg::StateSet;
pssmShadowSplitTexture._stateset->setTextureAttributeAndModes(pssmShadowSplitTexture._textureUnit,pssmShadowSplitTexture._texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
/// generate a TexGen object
pssmShadowSplitTexture._texgen = new osg::TexGen;
}
// set up shader (GLSL)
#ifdef SHADOW_TEXTURE_GLSL
osg::Program* program = new osg::Program;
pssmShadowSplitTexture._stateset->setAttribute(program);
//osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_BaseTex);
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, generateGLSL_FragmentShader_BaseTex(_displayTexturesGroupingNode!=NULL,iCameras).c_str());
program->addShader(fragment_shader);
std::stringstream strST; strST << "shadowTexture" << (pssmShadowSplitTexture._textureUnit-1);
osg::Uniform* shadowTextureSampler = new osg::Uniform(strST.str().c_str(),(int)(pssmShadowSplitTexture._textureUnit));
pssmShadowSplitTexture._stateset->addUniform(shadowTextureSampler);
//TODO: NOT YET SUPPORTED in the current version of the shader
//std::stringstream strAB; strAB << "ambientBias" << (pssmShadowSplitTexture._textureUnit-1);
//osg::Uniform* ambientBias = new osg::Uniform(strAB.str().c_str(),pssmShadowSplitTexture._ambientBias);
//pssmShadowSplitTexture._stateset->addUniform(ambientBias);
std::stringstream strzShadow; strzShadow << "zShadow" << (pssmShadowSplitTexture._textureUnit-1);
pssmShadowSplitTexture._farDistanceSplit = new osg::Uniform(strzShadow.str().c_str(),1.0f);
pssmShadowSplitTexture._stateset->addUniform(pssmShadowSplitTexture._farDistanceSplit);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
pssmShadowSplitTexture._stateset->addUniform(baseTextureSampler);
osg::Uniform* randomTextureSampler = new osg::Uniform("randomTexture",(int)(_textureUnitOffset+_number_of_splits));
pssmShadowSplitTexture._stateset->addUniform(randomTextureSampler);
if ( _textureUnitOffset > 0 ) {
osg::Uniform* enableBaseTexture = new osg::Uniform("enableBaseTexture",1.0f);
pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture);
} else {
osg::Uniform* enableBaseTexture = new osg::Uniform("enableBaseTexture",0.0f);
pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture);
}
{
// fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer
// without this fake texture we can not support
// textured and not textured scene
// TODO: at the moment the PSSM supports just one texture layer in the GLSL shader, multitexture are
// not yet supported !
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
int noPixels = 1;
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
osg::Vec4 color(0,0,0,0);
*dataPtr = color;
// make fake texture
osg::Texture2D* texture = new osg::Texture2D;
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setImage(image);
// add fake texture
pssmShadowSplitTexture._stateset->setTextureAttribute(0,texture,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::OFF);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF);
}
{
// texture for randomTexture (for smoothing shadow edges)
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x noPixels x 1 with 4 rgba floats - equivilant to a Vec4!
int noPixels = 128;
image->allocateImage(noPixels,noPixels,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
for (int s=0;s<noPixels;s++) {
for (int t=0;t<noPixels;t++) {
float randr=(rand()/(RAND_MAX+1.0));
float randg=(rand()/(RAND_MAX+1.0));
float randb=(rand()/(RAND_MAX+1.0));
float randa=(rand()/(RAND_MAX+1.0));
(*dataPtr).set(randr,randg,randb,randa);
dataPtr++;
}
}
// make fake texture
osg::Texture2D* texture = new osg::Texture2D;
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setImage(image);
// add fake texture
pssmShadowSplitTexture._stateset->setTextureAttribute(_textureUnitOffset+_number_of_splits,texture,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_1D,osg::StateAttribute::OFF);
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_2D,osg::StateAttribute::ON);
pssmShadowSplitTexture._stateset->setTextureMode(_textureUnitOffset+_number_of_splits,GL_TEXTURE_3D,osg::StateAttribute::OFF);
}
#endif
//////////////////////////////////////////////////////////////////////////
// DEBUG
if ( _displayTexturesGroupingNode ) {
{
pssmShadowSplitTexture._debug_textureUnit = 1;
pssmShadowSplitTexture._debug_texture = new osg::Texture2D;
pssmShadowSplitTexture._debug_texture->setTextureSize(TEXTURE_RESOLUTION, TEXTURE_RESOLUTION);
#ifdef SHOW_SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._debug_texture->setInternalFormat(GL_DEPTH_COMPONENT);
pssmShadowSplitTexture._debug_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
#else
pssmShadowSplitTexture._debug_texture->setInternalFormat(GL_RGBA);
#endif
pssmShadowSplitTexture._debug_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
pssmShadowSplitTexture._debug_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// create the camera
pssmShadowSplitTexture._debug_camera = new osg::Camera;
pssmShadowSplitTexture._debug_camera->setCullCallback(new CameraCullCallback(this));
pssmShadowSplitTexture._debug_camera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
pssmShadowSplitTexture._debug_camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
pssmShadowSplitTexture._debug_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
// set viewport
pssmShadowSplitTexture._debug_camera->setViewport(0,0,TEXTURE_RESOLUTION,TEXTURE_RESOLUTION);
// set the camera to render before the main camera.
pssmShadowSplitTexture._debug_camera->setRenderOrder(osg::Camera::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
pssmShadowSplitTexture._debug_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
#ifdef SHOW_SHADOW_TEXTURE_DEBUG
pssmShadowSplitTexture._debug_camera->attach(osg::Camera::DEPTH_BUFFER, pssmShadowSplitTexture._debug_texture.get());
#else
pssmShadowSplitTexture._debug_camera->attach(osg::Camera::COLOR_BUFFER, pssmShadowSplitTexture._debug_texture.get());
#endif
osg::StateSet* stateset = pssmShadowSplitTexture._debug_camera->getOrCreateStateSet();
pssmShadowSplitTexture._debug_stateset = new osg::StateSet;
pssmShadowSplitTexture._debug_stateset->setTextureAttributeAndModes(pssmShadowSplitTexture._debug_textureUnit,pssmShadowSplitTexture._debug_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
pssmShadowSplitTexture._debug_stateset->setTextureMode(pssmShadowSplitTexture._debug_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
}
osg::Geode* geode = _displayTexturesGroupingNode[iCameras];
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,pssmShadowSplitTexture._debug_texture.get(),osg::StateAttribute::ON);
}
//////////////////////////////////////////////////////////////////////////
_PSSMShadowSplitTextureMap.insert(PSSMShadowSplitTextureMap::value_type(iCameras,pssmShadowSplitTexture));
}
_dirty = false;
}
void ParallelSplitShadowMap::update(osg::NodeVisitor& nv){
getShadowedScene()->osg::Group::traverse(nv);
}
void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
// record the traversal mask on entry so we can reapply it later.
unsigned int traversalMask = cv.getTraversalMask();
osgUtil::RenderStage* orig_rs = cv.getRenderStage();
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
{
PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
cv.pushStateSet(pssmShadowSplitTexture._stateset.get());
//////////////////////////////////////////////////////////////////////////
// DEGUBG
if ( _displayTexturesGroupingNode ) {
cv.pushStateSet(pssmShadowSplitTexture._debug_stateset.get());
}
//////////////////////////////////////////////////////////////////////////
_shadowedScene->osg::Group::traverse(cv);
cv.popStateSet();
}
// need to compute view frustum for RTT camera.
// get the bounds of the model.
osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
_shadowedScene->osg::Group::traverse(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
const osg::Light* selectLight = 0;
osg::Vec4 lightpos;
osg::Vec3 lightDirection;
osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
itr != aml.end();
++itr)
{
const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
if (light)
{
osg::RefMatrix* matrix = itr->second.get();
if (matrix) lightpos = light->getPosition() * (*matrix);
else lightpos = light->getPosition();
if (matrix) lightDirection = light->getDirection() * (*matrix);
else lightDirection = light->getDirection();
selectLight = light;
}
}
osg::Matrix eyeToWorld;
eyeToWorld.invert(*cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
lightDirection = lightDirection * eyeToWorld;
if (selectLight)
{
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
unsigned int iMaxSplit = _PSSMShadowSplitTextureMap.size();
for (PSSMShadowSplitTextureMap::iterator it=_PSSMShadowSplitTextureMap.begin();it!=_PSSMShadowSplitTextureMap.end();it++)
{
PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
//////////////////////////////////////////////////////////////////////////
// SETUP pssmShadowSplitTexture for rendering
//
lightDirection.normalize();
pssmShadowSplitTexture._lightDirection = lightDirection;
pssmShadowSplitTexture._cameraView = cv.getRenderInfo().getView()->getCamera()->getViewMatrix();
pssmShadowSplitTexture._cameraProj = cv.getRenderInfo().getView()->getCamera()->getProjectionMatrix();
//////////////////////////////////////////////////////////////////////////
// CALCULATE
// Calculate corner points of frustum split
//
// To avoid edge problems, scale the frustum so
// that it's at least a few pixels larger
//
osg::Vec3d pCorners[8];
calculateFrustumCorners(pssmShadowSplitTexture,pCorners);
// Init Light (Directional Light)
//
calculateLightInitalPosition(pssmShadowSplitTexture,pCorners);
// Calculate near and far for light view
//
calculateLightNearFarFormFrustum(pssmShadowSplitTexture,pCorners);
// Calculate view and projection matrices
//
calculateLightViewProjectionFormFrustum(pssmShadowSplitTexture,pCorners);
//////////////////////////////////////////////////////////////////////////
// set up shadow rendering camera
pssmShadowSplitTexture._camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
//////////////////////////////////////////////////////////////////////////
// DEBUG
if ( _displayTexturesGroupingNode ) {
pssmShadowSplitTexture._debug_camera->setViewMatrix(pssmShadowSplitTexture._camera->getViewMatrix());
pssmShadowSplitTexture._debug_camera->setProjectionMatrix(pssmShadowSplitTexture._camera->getProjectionMatrix());
pssmShadowSplitTexture._debug_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
}
//////////////////////////////////////////////////////////////////////////
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT = pssmShadowSplitTexture._camera->getViewMatrix() *
pssmShadowSplitTexture._camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5);
pssmShadowSplitTexture._texgen->setMode(osg::TexGen::EYE_LINEAR);
pssmShadowSplitTexture._texgen->setPlanesFromMatrix(MVPT);
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
cv.setTraversalMask( traversalMask & getShadowedScene()->getCastsShadowTraversalMask() );
// do RTT camera traversal
pssmShadowSplitTexture._camera->accept(cv);
//////////////////////////////////////////////////////////////////////////
// DEBUG
if ( _displayTexturesGroupingNode ) {
pssmShadowSplitTexture._debug_camera->accept(cv);
}
orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(pssmShadowSplitTexture._textureUnit, cv.getModelViewMatrix(), pssmShadowSplitTexture._texgen.get());
}
} // if light
// reapply the original traversal mask
cv.setTraversalMask( traversalMask );
}
void ParallelSplitShadowMap::cleanSceneGraph(){
}
// Computes corner points of a frustum
//
//
//unit box representing frustum in clip space
const osg::Vec3f const_pointFarBR(1.0f, -1.0f, 1.0f);
const osg::Vec3f const_pointNearBR(1.0f, -1.0f, -1.0f);
const osg::Vec3f const_pointNearTR(1.0f, 1.0f, -1.0f);
const osg::Vec3f const_pointFarTR(1.0f, 1.0f, 1.0f);
const osg::Vec3f const_pointFarTL(-1.0f, 1.0f, 1.0f);
const osg::Vec3f const_pointFarBL(-1.0f, -1.0f, 1.0f);
const osg::Vec3f const_pointNearBL(-1.0f, -1.0f, -1.0f);
const osg::Vec3f const_pointNearTL(-1.0f, 1.0f, -1.0f);
//
void ParallelSplitShadowMap::calculateFrustumCorners(
PSSMShadowSplitTexture &pssmShadowSplitTexture,
osg::Vec3d *frustumCorners
) {
double fovy,aspectRatio,camNear,camFar;
pssmShadowSplitTexture._cameraProj.getPerspective(fovy,aspectRatio,camNear,camFar);
if ( _isSetMaxFarDistance ) {
if ( camNear + _setMaxFarDistance < camFar) camFar = camNear + _setMaxFarDistance;
}
//////////////////////////////////////////////////////////////////////////
/// CALCULATE SPLIT
double maxFar = camFar;
double minNear = camNear;
double camNearFar_Dist = maxFar - camNear;
if ( _linearSplit ) {
camFar = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID+1))/((double)(_number_of_splits));
camNear = camNear + (camNearFar_Dist) * ((double)(pssmShadowSplitTexture._splitID))/((double)(_number_of_splits));
} else {
// Exponential split scheme:
//
// Ci = (n - f)*(i/numsplits)^(bias+1) + n;
//
static float fSplitSchemeBias[2]={0.25f,0.66f};
fSplitSchemeBias[1]=Clamp(fSplitSchemeBias[1],0.0f,3.0f);
float* pSplitDistances =new float[_number_of_splits+1];
for(int i=0;i<(int)_number_of_splits;i++) {
float fIDM=i/(float)_number_of_splits;
pSplitDistances[i]=(camFar-camNear)*(powf(fIDM,fSplitSchemeBias[1]+1))+camNear;
}
// make sure border values are right
pSplitDistances[0]=camNear;
pSplitDistances[_number_of_splits]=camFar;
camNear = pSplitDistances[pssmShadowSplitTexture._splitID];
camFar = pSplitDistances[pssmShadowSplitTexture._splitID+1];
delete[] pSplitDistances;
}
#ifdef SHADOW_TEXTURE_GLSL
float fVal = (float)((camFar-minNear)/camNearFar_Dist);
//std::cout << pssmShadowSplitTexture._farDistanceSplit->getName() << " " << fVal << std::endl;
pssmShadowSplitTexture._farDistanceSplit->set(fVal);
#endif
//////////////////////////////////////////////////////////////////////////
/// TRANSFORM frustum corners (Optimized for Orthogonal)
osg::Matrixf invProjViewMat;
osg::Matrixf projMat;
projMat.makePerspective(fovy,aspectRatio,camNear,camFar);
osg::Matrixf projViewMat(pssmShadowSplitTexture._cameraView*projMat);
invProjViewMat.invert(projViewMat);
//transform frustum vertices to world space
frustumCorners[0] = const_pointFarBR * invProjViewMat;
frustumCorners[1] = const_pointNearBR* invProjViewMat;
frustumCorners[2] = const_pointNearTR* invProjViewMat;
frustumCorners[3] = const_pointFarTR * invProjViewMat;
frustumCorners[4] = const_pointFarTL * invProjViewMat;
frustumCorners[5] = const_pointFarBL * invProjViewMat;
frustumCorners[6] = const_pointNearBL* invProjViewMat;
frustumCorners[7] = const_pointNearTL* invProjViewMat;
}
//////////////////////////////////////////////////////////////////////////
//
// compute directional light inital postion;
void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners){
pssmShadowSplitTexture._frustumSplitCenter = frustumCorners[0];
for(int i=1;i<8;i++) {
pssmShadowSplitTexture._frustumSplitCenter +=frustumCorners[i];
}
pssmShadowSplitTexture._frustumSplitCenter /= 8.0;
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._frustumSplitCenter;
}
void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
PSSMShadowSplitTexture &pssmShadowSplitTexture,
osg::Vec3d *frustumCorners
) {
//calculate near, far
double zNear=-1;
double zFar =-1;
// force zNear > 0.0
// set 2.0m distance to the nearest point
int count = 0;
while (zNear <= _split_min_near_dist && count++ < 10) {
zNear= DBL_MAX;
zFar =-DBL_MAX;
for(int i=0;i<8;i++) {
double dist_z_from_light = pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._lightCameraSource);
if ( zNear > dist_z_from_light ) zNear = dist_z_from_light;
if ( zFar < dist_z_from_light ) zFar = dist_z_from_light;
}
if ( zNear <= _split_min_near_dist ){
osg::Vec3 dUpdate = - pssmShadowSplitTexture._lightDirection*(fabs(zNear)+_split_min_near_dist);
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._lightCameraSource + dUpdate;
}
}
pssmShadowSplitTexture._lightCameraTarget = pssmShadowSplitTexture._lightCameraSource + pssmShadowSplitTexture._lightDirection*zFar;
pssmShadowSplitTexture._lightNear = zNear;
pssmShadowSplitTexture._lightFar = zFar;
}
void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners) {
//////////////////////////////////////////////////////////////////////////
// light dir
osg::Vec3d lightDir = pssmShadowSplitTexture._lightDirection;
osg::Vec3d up(0,1,0);
osg::Vec3d left;
osg::Vec3d top;
left = up ^ lightDir;
top = lightDir ^ left;
double maxLeft,maxTop;
double minLeft,minTop;
osg::Vec3d fCenter = pssmShadowSplitTexture._frustumSplitCenter;
maxLeft = maxTop = -DBL_MAX;
minLeft = minTop = DBL_MAX;
for(int i = 0; i < 8; i++)
{
osg::Vec3d diffCorner = fCenter - frustumCorners[i];
double lLeft = (diffCorner*left) * 1.5; // scale, removes edges problem, faster for calculation
double lTop = (diffCorner*top) * 1.5; // scale, removes edges problem, faster for calculation
if ( lLeft > maxLeft ) maxLeft = lLeft;
if ( lTop > maxTop ) maxTop = lTop ;
if ( lLeft < minLeft ) minLeft = lLeft;
if ( lTop < minTop ) minTop = lTop ;
}
osg::Matrixd lightView;
lightView.makeLookAt(pssmShadowSplitTexture._lightCameraSource,pssmShadowSplitTexture._lightCameraTarget,up);
osg::Matrixd lightProj;
double zNear = pssmShadowSplitTexture._lightNear;
double zFar = pssmShadowSplitTexture._lightFar;
lightProj.makeOrtho(minLeft,maxLeft,minTop,maxTop,zNear,zFar);
pssmShadowSplitTexture._camera->setViewMatrix(lightView);
pssmShadowSplitTexture._camera->setProjectionMatrix(lightProj);
}