Ejemplo n.º 1
0
/// @brief Configure the shadow system. This should be the *FIRST* thing in the scene setup, because the shadow technique can alter the way meshes are loaded.
void SceneSetup::setupShadowSystem (void)
{
#if SHADOW_METHOD == 1
    /**** Stencil shadowing. No shaders necessary. ****/
    GameCore::mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
    GameCore::mSceneMgr->setShadowFarDistance(150);
    GameCore::mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000);
#elif SHADOW_METHOD == 2
    /**** Texture shadowmapping. Uses LiSPSM projection to enhance quality. ****/
    GameCore::mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE);
    GameCore::mSceneMgr->setShadowFarDistance(SHADOW_FAR_DISTANCE);
    GameCore::mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000);

    GameCore::mSceneMgr->setShadowDirLightTextureOffset(0.9f);
    GameCore::mSceneMgr->setShadowTextureCount(1);
    GameCore::mSceneMgr->setShadowTextureSize(SHADOW_TEXTURE_SIZE);

    Ogre::LiSPSMShadowCameraSetup* shadowSetup = new Ogre::LiSPSMShadowCameraSetup();
    shadowSetup->setOptimalAdjustFactor(1);
    GameCore::mSceneMgr->setShadowCameraSetup(Ogre::ShadowCameraSetupPtr(shadowSetup));
#elif SHADOW_METHOD == 3
    /**** Depth Shadowmapping with PCF filtering and LiSPSM projection. Ensure materials are correctly setup. ****/
    GameCore::mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE);

    GameCore::mSceneMgr->setShadowFarDistance(150);
    GameCore::mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000);
    GameCore::mSceneMgr->setShadowDirLightTextureOffset(0.9f);
    GameCore::mSceneMgr->setShadowTextureCount(1);
    GameCore::mSceneMgr->setShadowTextureConfig(0, 4096, 4096, Ogre::PF_FLOAT32_R);
    
    GameCore::mSceneMgr->setShadowTextureCasterMaterial("Ogre/DepthShadowmap/Caster/Float");          // Set the caster material.
    GameCore::mSceneMgr->setShadowTextureReceiverMaterial("Ogre/DepthShadowmap/Receiver/Float/PCF");  // Set the receiver material (remove /PCF to disable).
    GameCore::mSceneMgr->setShadowTextureSelfShadow(true);
    GameCore::mSceneMgr->setShadowCasterRenderBackFaces(true);

    Ogre::LiSPSMShadowCameraSetup* shadowSetup = new Ogre::LiSPSMShadowCameraSetup();
    shadowSetup->setOptimalAdjustFactor(1);
    GameCore::mSceneMgr->setShadowCameraSetup(Ogre::ShadowCameraSetupPtr(shadowSetup));
#elif SHADOW_METHOD == 4
    /**** Depth Shadowmapping with PSSM projection and LiSPSM filtering and split resolution. Ensure materials are correctly setup. ****/
    GameCore::mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED);
    GameCore::mSceneMgr->setShadowFarDistance(150);
    GameCore::mSceneMgr->setShadowDirectionalLightExtrusionDistance(500);
    GameCore::mSceneMgr->setShadowDirLightTextureOffset(0.7f);
    GameCore::mSceneMgr->setShadowTextureCountPerLightType(Ogre::Light::LT_DIRECTIONAL, 3);
    GameCore::mSceneMgr->setShadowTextureCount(3);
    GameCore::mSceneMgr->setShadowTextureConfig(0, 1024, 1024, Ogre::PF_FLOAT32_RGB);
    GameCore::mSceneMgr->setShadowTextureConfig(1, 1024, 1024, Ogre::PF_FLOAT32_RGB);
    GameCore::mSceneMgr->setShadowTextureConfig(2, 512, 512, Ogre::PF_FLOAT32_RGB);
    GameCore::mSceneMgr->setShadowTextureSelfShadow(true);
    GameCore::mSceneMgr->setShadowTextureCasterMaterial("PSSM/shadow_caster");
    GameCore::mSceneMgr->setShadowCasterRenderBackFaces(false);
    GameCore::mSceneMgr->setShadowColour(Ogre::ColourValue(0.0f, 0.0f, 0.0f));
    
    Ogre::PSSMShadowCameraSetup* shadowSetup = new Ogre::PSSMShadowCameraSetup();
    shadowSetup->calculateSplitPoints(3, mCamera->getNearClipDistance() * 0.5, mCamera->getFarClipDistance());
    char str[64];
    sprintf(str, "\nnearClip=%.1f, farClip=%.1f\n\n", mCamera->getNearClipDistance(), mCamera->getFarClipDistance());
    OutputDebugString(str);
    shadowSetup->setSplitPadding(1);
    shadowSetup->setOptimalAdjustFactor(0, 5);
    shadowSetup->setOptimalAdjustFactor(1, 1);
    shadowSetup->setOptimalAdjustFactor(2, 0);
    GameCore::mSceneMgr->setShadowCameraSetup(Ogre::ShadowCameraSetupPtr(shadowSetup));
#endif
}
Ejemplo n.º 2
0
// -------------------------------------------------------------------------
void OgreBulletListener::init(Ogre::Root *root, Ogre::RenderWindow *win, OgreBulletApplication *application)
{
    mRoot = root;
    mWindow = win;
    mApplication = application;
    mCameraTrans = Ogre::Vector3::ZERO;

    mGuiListener = new OgreBulletGuiListener(this, win);

    mInputListener = new OgreBulletInputListener(this, win);

    /******************* CREATESHADOWS ***************************/
#ifndef _DEBUG
    mCurrentShadowTechnique = convertShadowTechniqueToInt(SHADOWTYPE_TEXTURE_ADDITIVE);

	mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));

	Ogre::PixelFormat pxlFmt = Ogre::PF_L8;
	if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_TEXTURE_FLOAT))
	{
		const bool isOpenGL = (Ogre::Root::getSingleton().getRenderSystem()->getName().find("GL") != Ogre::String::npos);
		if (isOpenGL)// GL performs much better if you pick half-float format
			pxlFmt = Ogre::PF_FLOAT16_R;
		else
			pxlFmt = Ogre::PF_FLOAT32_R;// D3D is the opposite - if you ask for PF_FLOAT16_R you
		// get an integer format instead! You can ask for PF_FLOAT16_GR
		// but the precision doesn't work well

	}
	if (pxlFmt != Ogre::PF_L8)
	{
		String CUSTOM_CASTER_MATERIAL("Ogre/DepthShadowmap/Caster/Float");
		String CUSTOM_RECEIVER_MATERIAL("Ogre/DepthShadowmap/Receiver/Float");
		mSceneMgr->setShadowTextureSelfShadow(true);
		mSceneMgr->setShadowTextureCasterMaterial(CUSTOM_CASTER_MATERIAL);
		mSceneMgr->setShadowTextureReceiverMaterial(CUSTOM_RECEIVER_MATERIAL + "/PCF");
		//mSceneMgr->setShadowTextureReceiverMaterial(CUSTOM_RECEIVER_MATERIAL);
	}

	
	
	Ogre::LiSPSMShadowCameraSetup *mLiSPSMSetup = new Ogre::LiSPSMShadowCameraSetup();
	mLiSPSMSetup->setUseAggressiveFocusRegion(true);
	//mLiSPSMSetup->setUseSimpleOptimalAdjust(true);
	mLiSPSMSetup->setOptimalAdjustFactor(1.1f);
	mSceneMgr->setShadowCameraSetup(Ogre::ShadowCameraSetupPtr(mLiSPSMSetup));


	mSceneMgr->setShadowTechnique(convertToShadowTechnique(mCurrentShadowTechnique));
	if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE))
	{
		// In D3D, use a 1024x1024 shadow texture
		mSceneMgr->setShadowTextureSettings(2048, 2, pxlFmt);
	}
	else
	{
		// Use 512x512 texture in GL since we can't go higher than the window res
		mSceneMgr->setShadowTextureSettings(512, 2, pxlFmt);
	}


#endif // _DEBUG

    /******************* CREATE Queries ***************************/
    mRayQuery = mSceneMgr->createRayQuery(Ray());
    mRayQuery->setQueryMask (GEOMETRY_QUERY_MASK);
    mRayQuery->setQueryTypeMask(SceneManager::ENTITY_TYPE_MASK);
    MovableObject::setDefaultQueryFlags (ANY_QUERY_MASK);

    //
    mQuit = false;
    mPaused = false;
    mActivationBool = false;

    mPickConstraint = 0;

    mWireFrame = false;
    mDrawAabb = false;
    mDrawFeaturesText = false;
    mDrawContactPoints = false;
    mNoDeactivation = false;
    mNoHelpText = false;
    mDrawText = false;
    mProfileTimings = false;
    mEnableSatComparison = false;
    mDisableBulletLCP = false;
    mEnableCCD = false;

}