849 lines
38 KiB
C++
849 lines
38 KiB
C++
/* OpenSceneGraph example, osgshadow.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/* ParallelSplitShadowMap written by Adrian Egli */
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#include <osgShadow/ParallelSplitShadowMap>
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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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#include <iostream>
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#include <sstream>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osgDB/ReadFile>
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#include <osg/Texture1D>
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using namespace osgShadow;
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// split scheme
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#define TEXTURE_RESOLUTION 1024
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//#define ADAPTIVE_TEXTURE_RESOLUTION
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#define LINEAR_SPLIT true
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#define ZNEAR_MIN_FROM_LIGHT_SOURCE 2.0
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//#define SHOW_SHADOW_TEXTURE_DEBUG // DEPTH instead of color for debug information texture display in a rectangle
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//#define SHADOW_TEXTURE_DEBUG // COLOR instead of DEPTH
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#ifndef SHADOW_TEXTURE_DEBUG
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#define SHADOW_TEXTURE_GLSL
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#endif
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std::string ParallelSplitShadowMap::generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount) {
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std::stringstream sstr;
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/// base texture
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sstr << "uniform sampler2D baseTexture; " << std::endl;
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sstr << "uniform sampler2D randomTexture; " << std::endl;
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sstr << "uniform float enableBaseTexture; " << std::endl;
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for (unsigned int i=0;i<_number_of_splits;i++) {
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sstr << "uniform sampler2DShadow shadowTexture" << i <<"; " << std::endl;
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//TODO: sstr << "uniform vec2 ambientBias" << i <<"; " << std::endl;
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sstr << "uniform float zShadow" << i <<"; " << std::endl;
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}
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sstr << "void main(void)" << std::endl;
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sstr << "{" << std::endl;
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if ( debug ) {
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sstr << " vec4 coord = vec4(0,0,0,1);"<<std::endl;
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} else {
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sstr << " vec4 coord = gl_FragCoord;"<<std::endl;
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}
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for (unsigned int i=0;i<_number_of_splits;i++) {
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sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]).r;" << std::endl;
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sstr << " vec4 random" << i <<" = "<<(1.25/(double)_resolution)<<"*coord.z*texture2D(randomTexture,gl_TexCoord[" << (i+1) <<"].st); " << std::endl;
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sstr << " float shadow1" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".r*vec4(-1,-1,0,0)).r;" << std::endl;
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sstr << " float shadow2" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".g*vec4(1,-1,0,0)).r;" << std::endl;
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sstr << " float shadow3" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".b*vec4(1,1,0,0)).r;" << std::endl;
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sstr << " float shadow4" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+1) <<"]+random" << i <<".a*vec4(-1,1,0,0)).r;" << std::endl;
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sstr << " shadow" << i <<" = shadow" << i <<" + shadow1" << i <<" + shadow2" << i <<" + shadow3" << i <<" + shadow4" << i <<";" << std::endl;
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sstr << " shadow" << i <<" = shadow" << i <<"*0.2;" << std::endl;
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}
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sstr << " float term0 = (1.0-shadow0); " << std::endl;
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for (unsigned int i=1;i<_number_of_splits;i++) {
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sstr << " float term" << i << " = (1.0-shadow"<<i<<");"<< std::endl; // * (step(coord.z,zShadow"<<(i-1)<<")); " << std::endl;
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}
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// v => SHADOW filter; " << std::endl;
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sstr << " float v = clamp(";
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for (unsigned int i=0;i<_number_of_splits;i++) {
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sstr << "term" << i;
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if ( i+1 < _number_of_splits ){
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sstr << "+";
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}
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}
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sstr << ",0.0,1.0);" << std::endl;
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if ( _debug_color_in_GLSL ) {
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sstr << " float c0=0.0;" << std::endl;
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sstr << " float c1=0.0;" << std::endl;
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sstr << " float c2=0.0;" << std::endl;
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sstr << " float sumTerm=0.0;" << std::endl;
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for (unsigned int i=0;i<_number_of_splits;i++) {
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if ( i < 3 ) sstr << " c" << i << "=term" << i << ";" << std::endl;
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sstr << " sumTerm=sumTerm+term" << i << ";" << std::endl;
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}
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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;
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} else {
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sstr << " vec4 color = gl_Color; "<< std::endl;
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}
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sstr << " vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st); " << std::endl;
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sstr << " float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); " << std::endl; //18
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sstr << " vec4 colorTex = color*texcolor;" << std::endl;
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sstr << " gl_FragColor = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter)*(1.0-0.30*v); "<< std::endl;
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sstr << "}"<< std::endl;
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if ( splitCount == _number_of_splits-1 ) osg::notify(osg::INFO) << std::endl << "ParallelSplitShadowMap: GLSL shader code:" << std::endl << "-------------------------------------------------------------------" << std::endl << sstr.str() << std::endl;
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return sstr.str();
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}
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// clamp variables of any type
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template<class Type> inline Type Clamp(Type A, Type Min, Type Max) {
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if(A<Min) return Min;
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if(A>Max) return Max;
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return A;
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}
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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ParallelSplitShadowMap::ParallelSplitShadowMap(osg::Geode** gr, int icountplanes) :
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_textureUnitOffset(1),
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_debug_color_in_GLSL(false),
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_user_polgyonOffset_set(false),
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_resolution(TEXTURE_RESOLUTION),
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_isSetMaxFarDistance(false),
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_useFrontCullFace(false),
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_split_min_near_dist(ZNEAR_MIN_FROM_LIGHT_SOURCE),
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_linearSplit(LINEAR_SPLIT)
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{
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_displayTexturesGroupingNode = gr;
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_number_of_splits = icountplanes;
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//_polgyonOffset.set(10.0f,20.0f);
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_polgyonOffset.set(-0.02f,1.0f);
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}
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ParallelSplitShadowMap::ParallelSplitShadowMap(const ParallelSplitShadowMap& copy, const osg::CopyOp& copyop):
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ShadowTechnique(copy,copyop),
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_textureUnitOffset(copy._textureUnitOffset),
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_debug_color_in_GLSL(copy._debug_color_in_GLSL),
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_user_polgyonOffset_set(copy._user_polgyonOffset_set),
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_resolution(copy._resolution),
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_isSetMaxFarDistance(copy._isSetMaxFarDistance),
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_useFrontCullFace(copy._useFrontCullFace),
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_split_min_near_dist(copy._split_min_near_dist),
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_linearSplit(copy._linearSplit),
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_number_of_splits(copy._number_of_splits),
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_polgyonOffset(copy._polgyonOffset),
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_setMaxFarDistance(copy._setMaxFarDistance)
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{
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}
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void ParallelSplitShadowMap::init(){
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if (!_shadowedScene) return;
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osg::StateSet* sharedStateSet = new osg::StateSet;
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unsigned int iCamerasMax=_number_of_splits;
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for (unsigned int iCameras=0;iCameras<iCamerasMax;iCameras++)
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{
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PSSMShadowSplitTexture pssmShadowSplitTexture;
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pssmShadowSplitTexture._splitID = iCameras;
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pssmShadowSplitTexture._textureUnit = iCameras+_textureUnitOffset;
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//pssmShadowSplitTexture._ambientBias = osg::Vec2(0.9-(double)iCameras/10.0,0.1+(double)iCameras/10.0);
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pssmShadowSplitTexture._ambientBias = osg::Vec2(0.0,1.0);
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pssmShadowSplitTexture._resolution =
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#ifdef ADAPTIVE_TEXTURE_RESOLUTION
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_resolution / pow(2,iCameras);
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#else
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_resolution ;
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#endif
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pssmShadowSplitTexture._resolution = max(pssmShadowSplitTexture._resolution ,128);
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osg::notify(osg::INFO) << "ParallelSplitShadowMap : Texture ID=" << iCameras << " Resolution=" << pssmShadowSplitTexture._resolution << std::endl;
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// set up the texture to render into
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{
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pssmShadowSplitTexture._texture = new osg::Texture2D;
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pssmShadowSplitTexture._texture->setTextureSize(pssmShadowSplitTexture._resolution, pssmShadowSplitTexture._resolution);
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#ifndef SHADOW_TEXTURE_DEBUG
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pssmShadowSplitTexture._texture->setInternalFormat(GL_DEPTH_COMPONENT);
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pssmShadowSplitTexture._texture->setShadowComparison(true);
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pssmShadowSplitTexture._texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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#else
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pssmShadowSplitTexture._texture->setInternalFormat(GL_RGBA);
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#endif
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pssmShadowSplitTexture._texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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pssmShadowSplitTexture._texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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pssmShadowSplitTexture._texture->setBorderColor(osg::Vec4(1.0,1.0,1.0,1.0));
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pssmShadowSplitTexture._texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_BORDER);
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pssmShadowSplitTexture._texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_BORDER);
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}
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// set up the render to texture camera.
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{
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// create the camera
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pssmShadowSplitTexture._camera = new osg::Camera;
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pssmShadowSplitTexture._camera->setCullCallback(new CameraCullCallback(this));
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#ifndef SHADOW_TEXTURE_DEBUG
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pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
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#else
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pssmShadowSplitTexture._camera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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switch(iCameras)
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{
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case 0:
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pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,0.0,0.0,1.0));
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break;
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case 1:
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pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(0.0,1.0,0.0,1.0));
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break;
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case 2:
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pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(0.0,0.0,1.0,1.0));
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break;
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default:
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pssmShadowSplitTexture._camera->setClearColor(osg::Vec4(1.0,1.0,1.0,1.0));
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break;
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}
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#endif
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pssmShadowSplitTexture._camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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// set viewport
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pssmShadowSplitTexture._camera->setViewport(0,0,pssmShadowSplitTexture._resolution,pssmShadowSplitTexture._resolution);
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// set the camera to render before the main camera.
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pssmShadowSplitTexture._camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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pssmShadowSplitTexture._camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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#ifndef SHADOW_TEXTURE_DEBUG
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pssmShadowSplitTexture._camera->attach(osg::Camera::DEPTH_BUFFER, pssmShadowSplitTexture._texture.get());
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#else
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pssmShadowSplitTexture._camera->attach(osg::Camera::COLOR_BUFFER, pssmShadowSplitTexture._texture.get());
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#endif
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osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet();
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if ( 1 ) {
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float factor = _polgyonOffset.x();
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float units = _polgyonOffset.y();
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//std::cout << "PSSM PolygonOffset: units=" << units << " factor=" << factor << std::endl;
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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//polygon_offset->setFactorAndUnitsMultipliersUsingBestGuessForDriver();
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polygon_offset->setFactor(factor);
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polygon_offset->setUnits(units);
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stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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if ( _useFrontCullFace ) {
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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cull_face->setMode(osg::CullFace::FRONT);
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stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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}
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// set up stateset and append texture, texGen ,...
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{
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pssmShadowSplitTexture._stateset = sharedStateSet;//new osg::StateSet;
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pssmShadowSplitTexture._stateset->setTextureAttributeAndModes(pssmShadowSplitTexture._textureUnit,pssmShadowSplitTexture._texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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pssmShadowSplitTexture._stateset->setTextureMode(pssmShadowSplitTexture._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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/// generate a TexGen object
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pssmShadowSplitTexture._texgen = new osg::TexGen;
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}
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// set up shader (GLSL)
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#ifdef SHADOW_TEXTURE_GLSL
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osg::Program* program = new osg::Program;
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pssmShadowSplitTexture._stateset->setAttribute(program);
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//osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_BaseTex);
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, generateGLSL_FragmentShader_BaseTex(_displayTexturesGroupingNode!=NULL,iCameras).c_str());
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program->addShader(fragment_shader);
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std::stringstream strST; strST << "shadowTexture" << (pssmShadowSplitTexture._textureUnit-1);
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osg::Uniform* shadowTextureSampler = new osg::Uniform(strST.str().c_str(),(int)(pssmShadowSplitTexture._textureUnit));
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pssmShadowSplitTexture._stateset->addUniform(shadowTextureSampler);
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//TODO: NOT YET SUPPORTED in the current version of the shader
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//std::stringstream strAB; strAB << "ambientBias" << (pssmShadowSplitTexture._textureUnit-1);
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//osg::Uniform* ambientBias = new osg::Uniform(strAB.str().c_str(),pssmShadowSplitTexture._ambientBias);
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//pssmShadowSplitTexture._stateset->addUniform(ambientBias);
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std::stringstream strzShadow; strzShadow << "zShadow" << (pssmShadowSplitTexture._textureUnit-1);
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pssmShadowSplitTexture._farDistanceSplit = new osg::Uniform(strzShadow.str().c_str(),1.0f);
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pssmShadowSplitTexture._stateset->addUniform(pssmShadowSplitTexture._farDistanceSplit);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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pssmShadowSplitTexture._stateset->addUniform(baseTextureSampler);
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osg::Uniform* randomTextureSampler = new osg::Uniform("randomTexture",(int)(_textureUnitOffset+_number_of_splits));
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pssmShadowSplitTexture._stateset->addUniform(randomTextureSampler);
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if ( _textureUnitOffset > 0 ) {
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osg::Uniform* enableBaseTexture = new osg::Uniform("enableBaseTexture",1.0f);
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pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture);
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} else {
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osg::Uniform* enableBaseTexture = new osg::Uniform("enableBaseTexture",0.0f);
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pssmShadowSplitTexture._stateset->addUniform(enableBaseTexture);
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}
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{
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// fake texture for baseTexture, add a fake texture
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// we support by default at least one texture layer
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// without this fake texture we can not support
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// textured and not textured scene
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// TODO: at the moment the PSSM supports just one texture layer in the GLSL shader, multitexture are
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// not yet supported !
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osg::Image* image = new osg::Image;
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// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
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int noPixels = 1;
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image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
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image->setInternalTextureFormat(GL_RGBA);
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// fill in the image data.
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osg::Vec4* dataPtr = (osg::Vec4*)image->data();
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osg::Vec4 color(0,0,0,0);
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*dataPtr = color;
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// make fake texture
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setImage(image);
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// add fake texture
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pssmShadowSplitTexture._stateset->setTextureAttribute(0,texture,osg::StateAttribute::ON);
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pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::OFF);
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pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
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pssmShadowSplitTexture._stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF);
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}
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{
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// texture for randomTexture (for smoothing shadow edges)
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osg::Image* image = new osg::Image;
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// allocate the image data, noPixels x noPixels x 1 with 4 rgba floats - equivilant to a Vec4!
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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);
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}
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