void ShaderShadowMapEngine::handleSpotLightEnter( SpotLight *spotL, RenderAction *ract, SSMEngineData *data) { RenderPartition *parentPart = ract->getActivePartition(); // Real cosSpotCutOff = osgCos(spotL->getSpotCutOff()); Matrix matEyeToWorld (parentPart->getCameraToWorld()); Matrix matWorldToLight; Matrix matEyeToLight; calcSpotLightMatrices(matWorldToLight, matEyeToLight, spotL, matEyeToWorld ); Real32 lightNear; Real32 lightFar; calcPointLightRange(spotL, 0.001f, parentPart->getNear(), parentPart->getFar(), lightNear, lightFar ); if(getShadowNear() != 0.f) { lightNear = getShadowNear(); } if(getShadowFar() != 0.f) { lightFar = getShadowFar(); } Matrix matLightProj; Matrix matLightProjTrans; MatrixPerspective(matLightProj, spotL->getSpotCutOff(), 1.f, lightNear, lightFar ); updateShadowTexImage (data); updateShadowTexBuffers(data); updateRenderTargets (data); Int32 shadowTexUnit = (this->getForceTextureUnit() > 0) ? this->getForceTextureUnit() : 7; ShaderProgram *shadowFP = this->getShadowFragmentProgram(); if(shadowFP == NULL) { ShaderProgramUnrecPtr newShadowFP = ShaderProgram::createLocal(); newShadowFP->setShaderType(GL_FRAGMENT_SHADER); newShadowFP->setProgram (_spotFPCode ); newShadowFP->addUniformVariable("SSME_matEyeToLight", matEyeToLight); newShadowFP->addUniformVariable("SSME_matLightProj", matLightProj ); newShadowFP->addUniformVariable("SSME_texShadow", shadowTexUnit); this->setShadowFragmentProgram(newShadowFP); shadowFP = newShadowFP; } else { shadowFP->updateUniformVariable("SSME_matEyeToLight", matEyeToLight); shadowFP->updateUniformVariable("SSME_matLightProj", matLightProj ); } commitChanges(); this->pushPartition(ract); { RenderPartition *part = ract->getActivePartition( ); Window *win = ract->getWindow ( ); FrameBufferObject *target = data->getRenderTargets (0); Background *back = data->getBackground ( ); part->setRenderTarget(target); part->setWindow (win ); part->calcViewportDimension(0.f, 0.f, 1.f, 1.f, target->getWidth (), target->getHeight() ); part->setupProjection(matLightProj, matLightProjTrans); part->setupViewing (matWorldToLight ); part->setNear (parentPart->getNear()); part->setFar (parentPart->getFar ()); part->calcFrustum ( ); part->setBackground (back ); // force material for shadow map generation part->overrideMaterial(data->getLightPassMaterials(0), ract->getActNode ( ) ); this->recurseFrom(ract, spotL); ract->useNodeList(false ); // undo override part->overrideMaterial(NULL, ract->getActNode ( ) ); } this->popPartition(ract); }
void ShaderShadowMapEngine::handlePointLightEnter( PointLight *pointL, RenderAction *ract, SSMEngineData *data) { RenderPartition *parentPart = ract->getActivePartition(); Matrix matEyeToWorld(parentPart->getCameraToWorld()); Matrix matLightProj; Real32 lightNear; Real32 lightFar; calcPointLightRange(pointL, 0.001f, parentPart->getNear(), parentPart->getFar(), lightNear, lightFar ); MatrixPerspective(matLightProj, Pi / 4.f, 1.f, lightNear, lightFar ); Matrix matWorldToLight; Matrix matEyeToLight; calcPointLightMatrices(matWorldToLight, matEyeToLight, pointL, matEyeToWorld ); updatePointLightShadowTexImage (data); updatePointLightShadowTexBuffers(data); updatePointLightRenderTargets (data); Int32 shadowTexUnit = (this->getForceTextureUnit() > 0) ? this->getForceTextureUnit() : 7; ShaderProgram *shadowFP = this->getShadowFragmentProgram(); if(shadowFP == NULL) { ShaderProgramUnrecPtr newShadowFP = ShaderProgram::createLocal(); newShadowFP->setShaderType(GL_FRAGMENT_SHADER); newShadowFP->setProgram (_pointFPCode ); newShadowFP->addUniformVariable("SSME_matEyeToLight", matEyeToLight); newShadowFP->addUniformVariable("SSME_matLightProj", matLightProj ); newShadowFP->addUniformVariable("SSME_texShadow", shadowTexUnit); this->setShadowFragmentProgram(newShadowFP); shadowFP = newShadowFP; } else { shadowFP->updateUniformVariable("SSME_matEyeToLight", matEyeToLight); shadowFP->updateUniformVariable("SSME_matLightProj", matLightProj ); } commitChanges(); // schedule rendering of cube faces for(UInt16 i = 0; i < 6; ++i) { Matrix matWorldToLightFace(matWorldToLight); matWorldToLightFace.multLeft(_matCubeFaceInv[i]); this->pushPartition(ract); { RenderPartition *part = ract->getActivePartition( ); Window *win = ract->getWindow ( ); FrameBufferObject *target = data->getRenderTargets (i); Background *back = data->getBackground ( ); part->setRenderTarget(target); part->setWindow (win ); part->calcViewportDimension(0.f, 0.f, 1.f, 1.f, target->getWidth (), target->getHeight() ); part->setupProjection(matLightProj, Matrix::identity()); part->setupViewing (matWorldToLightFace ); part->setNear (parentPart->getNear()); part->setFar (parentPart->getFar ()); part->calcFrustum ( ); part->setBackground (back ); // force material for shadow map generation part->overrideMaterial(data->getLightPassMaterials(0), ract->getActNode ( ) ); this->recurseFrom(ract, pointL); ract->useNodeList(false ); // undo override part->overrideMaterial(NULL, ract->getActNode ( ) ); } this->popPartition(ract); } }
void TrapezoidalShadowMapEngine::handlePointLightEnter( PointLight *pointL, RenderAction *ract, TSMEngineData *data) { RenderPartition *parentPart = ract->getActivePartition(); Matrixr matEyeToWorld(parentPart->getCameraToWorld()); Matrixr matLightProj; Real shadowNear = (getShadowNear() != 0.f ? getShadowNear() : parentPart->getNear() ); Real shadowFar = (getShadowFar () != 0.f ? getShadowFar () : parentPart->getFar() ); Inherited::calcPointLightRange( pointL, 0.01f, shadowNear, shadowFar, shadowNear, shadowFar); MatrixPerspective(matLightProj, Pi / 4.f, 1.f, shadowNear, shadowFar ); Matrixr matWorldToLight; Matrixr matEyeToLight; MFMatrixr mfMatNT; mfMatNT.resize(6); Inherited::calcPointLightMatrices(matWorldToLight, matEyeToLight, pointL, matEyeToWorld ); Inherited::updatePointLightShadowTexImage (data); Inherited::updatePointLightShadowTexBuffers(data); Inherited::updatePointLightRenderTargets (data); Int32 shadowTexUnit = (this->getForceTextureUnit() >= 0) ? this->getForceTextureUnit() : 7; ShaderProgram *shadowFP = this->getShadowFragmentProgram(); if(shadowFP == NULL) { ShaderProgramUnrecPtr newShadowFP = ShaderProgram::createLocal(); newShadowFP->setShaderType(GL_FRAGMENT_SHADER); newShadowFP->setProgram (_pointFPCode ); newShadowFP->addUniformVariable("TSME_matEyeToLight", matEyeToLight); newShadowFP->addUniformVariable("TSME_matLightProj", matLightProj ); newShadowFP->addUniformVariable("TSME_matNT", mfMatNT ); newShadowFP->addUniformVariable("TSME_texShadow", shadowTexUnit); newShadowFP->addUniformVariable("TSME_texShadowSizeInv", Vec2f(1.f / getWidth (), 1.f / getHeight() ) ); this->setShadowFragmentProgram(newShadowFP); shadowFP = newShadowFP; } else { shadowFP->updateUniformVariable("TSME_matEyeToLight", matEyeToLight); shadowFP->updateUniformVariable("TSME_matLightProj", matLightProj ); } const FrustumVolume &eyeFrust = parentPart->getFrustum(); for(UInt16 faceIdx = 0; faceIdx < 6; ++faceIdx) { Matrixr matWorldToLightFace (matWorldToLight ); matWorldToLightFace.multLeft(_matCubeFaceInv[faceIdx]); Matrixr matLightFull(matWorldToLightFace); matLightFull.multLeft(matLightProj); FrustumVolume lightFrust; Matrixr matNT; lightFrust.setPlanes(matLightFull); bool matNTValid = calcTrapezoidalTransform(mfMatNT[faceIdx], matEyeToWorld, matLightFull, eyeFrust, lightFrust ); if(matNTValid == false) { // setup a minimal partition to clear the cube face commitChanges(); this->pushPartition(ract, RenderPartition::CopyNothing, RenderPartition::SimpleCallback); { RenderPartition *part = ract->getActivePartition( ); Window *win = ract->getWindow ( ); FrameBufferObject *target = data->getRenderTargets (faceIdx); Background *back = data->getBackground ( ); part->setSetupMode(RenderPartition::ViewportSetup | RenderPartition::BackgroundSetup ); part->setRenderTarget(target); part->setWindow (win ); part->calcViewportDimension(0.f, 0.f, 1.f, 1.f, target->getWidth (), target->getHeight() ); part->setBackground(back); RenderPartition::SimpleDrawCallback emptyCubeFaceDraw = boost::bind( &TrapezoidalShadowMapEngine::emptyCubeFaceDrawFunc, this, _1); part->dropFunctor(emptyCubeFaceDraw); } this->popPartition(ract); } else { updateLightPassMaterial(data, faceIdx, mfMatNT[faceIdx]); commitChanges(); this->pushPartition(ract); { RenderPartition *part = ract->getActivePartition( ); Window *win = ract->getWindow ( ); FrameBufferObject *target = data->getRenderTargets (faceIdx); Background *back = data->getBackground ( ); part->setRenderTarget(target); part->setWindow (win ); part->calcViewportDimension(0.f, 0.f, 1.f, 1.f, target->getWidth (), target->getHeight() ); part->setupProjection(matLightProj, Matrixr::identity()); part->setupViewing (matWorldToLightFace ); part->setNear (parentPart->getNear()); part->setFar (parentPart->getFar ()); part->setFrustum (lightFrust ); part->setBackground (back ); part->overrideMaterial(data->getLightPassMaterials(faceIdx), ract->getActNode ( ) ); this->recurseFrom(ract, pointL); ract->useNodeList(false ); part->overrideMaterial(NULL, ract->getActNode ( ) ); } this->popPartition(ract); } } shadowFP->updateUniformVariable("TSME_matNT", mfMatNT); }
void TrapezoidalShadowMapEngine::handleSpotLightEnter( SpotLight *spotL, RenderAction *ract, TSMEngineData *data) { RenderPartition *parentPart = ract->getActivePartition(); Matrixr matEyeToWorld(parentPart->getCameraToWorld()); Matrixr matWorldToLight; Matrixr matEyeToLight; Inherited::calcSpotLightMatrices(matWorldToLight, matEyeToLight, spotL, matEyeToWorld ); Matrixr matLightProj; Matrixr matLightFull(matWorldToLight); Real shadowNear = (getShadowNear() != 0.f ? getShadowNear() : parentPart->getNear() ); Real shadowFar = (getShadowFar () != 0.f ? getShadowFar () : parentPart->getFar() ); Inherited::calcPointLightRange( spotL, 0.01f, shadowNear, shadowFar, shadowNear, shadowFar); MatrixPerspective(matLightProj, spotL->getSpotCutOff(), 1.f, shadowNear, shadowFar ); matLightFull.multLeft(matLightProj); Inherited::updateShadowTexImage (data); Inherited::updateShadowTexBuffers(data); Inherited::updateRenderTargets (data); const FrustumVolume &eyeFrust = parentPart->getFrustum(); FrustumVolume lightFrust; Matrixr matNT; lightFrust.setPlanes(matLightFull); bool matNTValid = calcTrapezoidalTransform(matNT, matEyeToWorld, matLightFull, eyeFrust, lightFrust ); if(matNTValid == false) return; // Real cosSpotCutOff = osgCos(spotL->getSpotCutOff()); Int32 shadowTexUnit = (this->getForceTextureUnit() >= 0) ? this->getForceTextureUnit() : 7; ShaderProgram *shadowFP = this->getShadowFragmentProgram(); if(shadowFP == NULL) { ShaderProgramUnrecPtr newShadowFP = ShaderProgram::createLocal(); newShadowFP->setShaderType(GL_FRAGMENT_SHADER); newShadowFP->setProgram (_spotFPCode ); newShadowFP->addUniformVariable("TSME_matEyeToLight", matEyeToLight); newShadowFP->addUniformVariable("TSME_matLightProj", matLightProj ); newShadowFP->addUniformVariable("TSME_matNT", matNT ); newShadowFP->addUniformVariable("TSME_texShadow", shadowTexUnit); newShadowFP->addUniformVariable("TSME_texShadowSizeInv", Vec2f(1.f / getWidth (), 1.f / getHeight() ) ); this->setShadowFragmentProgram(newShadowFP); shadowFP = newShadowFP; } else { shadowFP->updateUniformVariable("TSME_matEyeToLight", matEyeToLight); shadowFP->updateUniformVariable("TSME_matLightProj", matLightProj ); shadowFP->updateUniformVariable("TSME_matNT", matNT ); } updateLightPassMaterial(data, 0, matNT); commitChanges(); this->pushPartition(ract); { RenderPartition *part = ract->getActivePartition( ); Window *win = ract->getWindow ( ); FrameBufferObject *target = data->getRenderTargets (0); Background *back = data->getBackground ( ); part->setRenderTarget(target); part->setWindow (win ); part->calcViewportDimension(0.f, 0.f, 1.f, 1.f, target->getWidth (), target->getHeight() ); part->setupProjection(matLightProj, Matrixr::identity()); part->setupViewing (matWorldToLight ); part->setNear (parentPart->getNear()); part->setFar (parentPart->getFar ()); part->setFrustum (lightFrust ); part->setBackground (back ); part->overrideMaterial(data->getLightPassMaterials(0), ract->getActNode ( ) ); this->recurseFrom(ract, spotL); ract->useNodeList(false ); part->overrideMaterial(NULL, ract->getActNode ( ) ); } this->popPartition(ract); }
void VRShadowEngine::setupCamera(Light *pLight, LightTypeE eType, RenderAction *pAction, EngineDataPtr pEngineData) { if(eType == Directional) { DirectionalLight *pDLight = dynamic_cast<DirectionalLight *>(pLight); MatrixCameraUnrecPtr pCam = dynamic_cast<MatrixCamera *>(pEngineData->getCamera()); if(pCam == NULL) { pCam = MatrixCamera::createLocal(); pEngineData->setCamera(pCam); } Vec3f diff; Pnt3f center; Matrix transMatrix; Node *pNode = pAction->getActNode(); // tmpDir = DirectionalLightPtr::dcast(_lights[i]); diff = (pNode->getVolume().getMax() - pNode->getVolume().getMin()); Real32 sceneWidth = diff.length() * 0.5f; // Not final values. May get tweaked in the future Real32 sceneHeight = diff.length() * 0.5f; pNode->getVolume().getCenter(center); Vec3f lightdir = pDLight->getDirection(); if(pLight->getBeacon() != NULL) { Matrix m = pLight->getBeacon()->getToWorld(); m.mult(lightdir, lightdir); } MatrixLookAt(transMatrix, center + lightdir, center, Vec3f(0,1,0)); transMatrix.invert(); Matrix proMatrix; proMatrix.setIdentity(); MatrixOrthogonal( proMatrix, -sceneWidth, sceneWidth, -sceneHeight, sceneHeight, -sceneWidth, sceneWidth); pCam->setProjectionMatrix(proMatrix ); pCam->setModelviewMatrix (transMatrix); } else if(eType == Point) { PointLight *pPLight = dynamic_cast<PointLight *>(pLight); MatrixCameraUnrecPtr pCam = dynamic_cast<MatrixCamera *>(pEngineData->getCamera()); if(pCam == NULL) { pCam = MatrixCamera::createLocal(); pEngineData->setCamera(pCam); } Real32 angle; Vec3f dist; Pnt3f center; Vec3f diff; Matrix transMatrix; Node *pNode = pAction->getActNode(); pNode->getVolume().getCenter(center); Pnt3f lightpos = pPLight->getPosition(); if(pLight->getBeacon() != NULL) { Matrix m = pLight->getBeacon()->getToWorld(); m.mult(lightpos, lightpos); } MatrixLookAt(transMatrix, lightpos, center, Vec3f(0,1,0)); transMatrix.invert(); diff = (pNode->getVolume().getMax() - pNode->getVolume().getMin()); dist = lightpos - center; angle = atan((diff.length() * 0.5) / dist.length()); Matrix proMatrix; proMatrix.setIdentity(); MatrixPerspective( proMatrix, 2.f * angle, 1, pAction->getActivePartition()->getNear(), pAction->getActivePartition()->getFar ()); pCam->setProjectionMatrix(proMatrix ); pCam->setModelviewMatrix (transMatrix); } }