[2891] | 1 | #include "ShadowMapping.h"
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| 2 | #include "FrameBufferObject.h"
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| 3 | #include "RenderState.h"
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| 4 | #include "RenderTraverser.h"
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| 5 | #include "Light.h"
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[2911] | 6 | #include "Polygon3.h"
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| 7 | #include "Polyhedron.h"
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| 8 |
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[2891] | 9 | #include <IL/il.h>
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| 10 | #include <assert.h>
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| 11 |
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[2911] | 12 |
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[2891] | 13 | using namespace std;
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| 14 |
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| 15 |
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| 16 | namespace CHCDemoEngine
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| 17 | {
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| 18 |
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| 19 |
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[2911] | 20 | static Polyhedron *polyhedron = NULL;
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| 21 |
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| 22 |
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[2891] | 23 | static void PrintGLerror(char *msg)
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| 24 | {
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| 25 | GLenum errCode;
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| 26 | const GLubyte *errStr;
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| 27 |
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| 28 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 29 | {
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| 30 | errStr = gluErrorString(errCode);
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| 31 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 32 | }
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| 33 | }
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| 34 |
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| 35 |
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| 36 |
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| 37 | static CGprogram sCgShadowProgram;
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| 38 | static CGparameter sShadowParam;
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| 39 |
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| 40 |
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| 41 | static void GrabDepthBuffer(float *data, GLuint depthTexture)
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| 42 | {
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| 43 | glEnable(GL_TEXTURE_2D);
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| 44 | glBindTexture(GL_TEXTURE_2D, depthTexture);
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| 45 |
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| 46 | glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
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| 47 |
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| 48 | glBindTexture(GL_TEXTURE_2D, 0);
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| 49 | glDisable(GL_TEXTURE_2D);
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| 50 | }
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| 51 |
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| 52 |
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| 53 | static void ExportDepthBuffer(float *data, int size)
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| 54 | {
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| 55 | ilInit();
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| 56 | assert(ilGetError() == IL_NO_ERROR);
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| 57 |
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| 58 | ILstring filename = ILstring("shadow.tga");
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| 59 | ilRegisterType(IL_FLOAT);
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| 60 |
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| 61 | const int depth = 1;
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| 62 | const int bpp = 1;
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| 63 |
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| 64 | if (!ilTexImage(size, size, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
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| 65 | {
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| 66 | cerr << "IL error " << ilGetError() << endl;
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| 67 |
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| 68 | ilShutDown();
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| 69 | assert(ilGetError() == IL_NO_ERROR);
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| 70 |
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| 71 | return;
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| 72 | }
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| 73 |
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| 74 | if (!ilSaveImage(filename))
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| 75 | {
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| 76 | cerr << "TGA write error " << ilGetError() << endl;
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| 77 | }
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| 78 |
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| 79 | ilShutDown();
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| 80 | assert(ilGetError() == IL_NO_ERROR);
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| 81 |
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| 82 | cout << "exported depth buffer" << endl;
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| 83 | }
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| 84 |
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| 85 |
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| 86 |
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[2897] | 87 | ShadowMap::ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam):
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| 88 | mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
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[2891] | 89 | {
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| 90 | mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
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| 91 | // the diffuse color buffer
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| 92 | mFbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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| 93 |
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| 94 | mShadowCam = new Camera(mSceneBox.Size().x * 0.5f, mSceneBox.Size().y * 0.5f);
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| 95 | mShadowCam->SetOrtho(true);
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| 96 | }
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| 97 |
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| 98 |
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[2894] | 99 | ShadowMap::~ShadowMap()
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[2891] | 100 | {
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| 101 | DEL_PTR(mFbo);
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[2897] | 102 | DEL_PTR(mShadowCam);
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[2891] | 103 | }
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| 104 |
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| 105 |
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[2911] | 106 | void ShadowMap::DrawPolys()
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[2891] | 107 | {
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[2911] | 108 | if (!polyhedron) return;
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| 109 |
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| 110 | for (size_t i = 0; i < polyhedron->NumPolygons(); ++ i)
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| 111 | {
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| 112 | float r = (float)i / polyhedron->NumPolygons();
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| 113 | float g = 1;
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| 114 | float b = 1;
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| 115 |
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| 116 | glColor3f(r, g, b);
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| 117 |
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| 118 | glBegin(GL_LINE_LOOP);
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| 119 |
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| 120 | Polygon3 *poly = polyhedron->GetPolygons()[i];
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| 121 |
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| 122 | for (size_t j = 0; j < poly->mVertices.size(); ++ j)
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| 123 | {
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| 124 | Vector3 v = poly->mVertices[j];
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| 125 | glVertex3d(v.x, v.y, v.z);
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| 126 | }
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| 127 |
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| 128 | glEnd();
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| 129 | }
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| 130 | }
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| 131 |
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| 132 |
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[2913] | 133 | void ShadowMap::IncludeLightVolume(const Polyhedron &polyhedron,
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| 134 | VertexArray &frustumPoints,
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| 135 | const Vector3 lightDir,
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| 136 | const AxisAlignedBox3 &sceneBox
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| 137 | )
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[2911] | 138 | {
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[2913] | 139 | // we don't need closed form anymore => just store vertices
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| 140 | VertexArray vertices;
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| 141 | polyhedron.CollectVertices(vertices);
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[2911] | 142 |
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[2913] | 143 | // we 'look' at each point and calculate intersections of rays with scene bounding box
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| 144 | VertexArray::const_iterator it, it_end = vertices.end();
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[2911] | 145 |
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[2913] | 146 | for (it = vertices.begin(); it != it_end; ++ it)
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[2911] | 147 | {
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[2913] | 148 | Vector3 v = *it;
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[2911] | 149 |
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[2913] | 150 | frustumPoints.push_back(v);
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| 151 |
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| 152 | // hack: get point surely outside of box
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| 153 | v -= Magnitude(mSceneBox.Diagonal()) * lightDir;
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| 154 |
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| 155 | SimpleRay ray(v, lightDir);
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| 156 |
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| 157 | float tNear, tFar;
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| 158 |
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| 159 | if (sceneBox.Intersects(ray, tNear, tFar))
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[2911] | 160 | {
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[2913] | 161 | Vector3 newpt = ray.Extrap(tNear);
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[2915] | 162 | frustumPoints.push_back(newpt);
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[2911] | 163 | }
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[2913] | 164 | }
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| 165 | }
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[2911] | 166 |
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[2913] | 167 |
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[2920] | 168 | float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
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[2913] | 169 | {
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[2920] | 170 | const float n = mCamera->GetNear();
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[2916] | 171 |
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[2920] | 172 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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| 173 |
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[2916] | 174 | const float dotProd = DotProd(mCamera->GetDirection(), mShadowCam->GetDirection());
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| 175 | const float sinGamma = sin(fabs(acos(dotProd)));
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| 176 |
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| 177 | return (n + sqrt(n * (n + d * sinGamma))) / sinGamma;
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| 178 | }
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| 179 |
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| 180 |
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[2920] | 181 | Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightProjView,
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| 182 | const AxisAlignedBox3 &extremalPoints,
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| 183 | const VertexArray &pts
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| 184 | )
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[2917] | 185 | {
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[2920] | 186 | Matrix4x4 matLispSM;
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[2913] | 187 |
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| 188 | ///////////////
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[2915] | 189 | //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
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| 190 |
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[2922] | 191 | const float n = ComputeN(extremalPoints);
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[2915] | 192 |
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[2916] | 193 | cout << "n: " << n << endl;
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[2915] | 194 |
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[2920] | 195 | const Vector3 nearPt = GetNearCameraPointE(pts);
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[2915] | 196 |
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| 197 | //get the coordinates of the near camera point in light space
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[2917] | 198 | const Vector3 lsNear = lightProjView * nearPt;
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[2915] | 199 |
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[2922] | 200 | //c start has the x and y coordinate of e, the z coord of the near plane of the light volume
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| 201 | const Vector3 startPt = Vector3(lsNear.x, lsNear.y, extremalPoints.Max().z);
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[2915] | 202 |
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[2922] | 203 | cout << "mx: " << extremalPoints.Max() << endl;
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| 204 | cout << "mn: " << extremalPoints.Min() << endl;
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| 205 |
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[2915] | 206 | // the new projection center
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[2920] | 207 | Vector3 projCenter = startPt + Vector3::UNIT_Z() * n;
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[2915] | 208 |
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[2922] | 209 | cout <<"start: " << startPt << " " << projCenter << endl;
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| 210 |
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[2915] | 211 | //construct a translation that moves to the projection center
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| 212 | const Matrix4x4 projectionCenter = TranslationMatrix(-projCenter);
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| 213 |
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[2916] | 214 | // light space y size
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[2922] | 215 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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| 216 |
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| 217 | const float dy = fabs(extremalPoints.Max()[1] - extremalPoints.Min()[1]);
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| 218 | const float dx = fabs(extremalPoints.Max()[0] - extremalPoints.Min()[0]);
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| 219 |
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| 220 | cout << "d: " << d << " dy: " << dy << " dx: " << dx << endl;
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| 221 |
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[2920] | 222 | matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n, n + d);
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[2915] | 223 |
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[2922] | 224 | //cout << "lispsm\n" << matLispSM << endl;
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[2915] | 225 |
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[2920] | 226 | matLispSM = projectionCenter * matLispSM;
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[2915] | 227 |
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[2920] | 228 | cout << "center\n" << projectionCenter << endl;
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[2922] | 229 | //cout << "new\n" << matLispSM << endl;
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[2917] | 230 |
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[2915] | 231 | // transform into OpenGL right handed system
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[2920] | 232 | Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
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| 233 | matLispSM *= refl;
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[2923] | 234 | matLispSM = IdentityMatrix();
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[2915] | 235 |
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[2920] | 236 | return matLispSM;
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[2915] | 237 | }
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| 238 |
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| 239 |
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[2920] | 240 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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[2919] | 241 | {
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[2922] | 242 | Vector3 nearest = Vector3::ZERO();
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| 243 | float minDist = 1e25f;
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[2920] | 244 |
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| 245 | Vector3 camPos = mCamera->GetPosition();
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| 246 |
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| 247 | /*Matrix4x4 inverseCamView;
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| 248 | mCamera->GetModelViewMatrix(invervseCamView);
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| 249 | inverseCamView.Invert();*/
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| 250 |
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| 251 | VertexArray::const_iterator it, it_end = pts.end();
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| 252 |
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| 253 | for (it = pts.begin(); it != it_end; ++ it)
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| 254 | {
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| 255 | Vector3 pt = *it;
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| 256 |
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| 257 | const float dist = SqrDistance(pt, camPos);
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| 258 |
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| 259 | if (dist < minDist)
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| 260 | {
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| 261 | minDist = dist;
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| 262 | nearest = pt;
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| 263 | }
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| 264 | }
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| 265 |
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| 266 | return nearest;
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| 267 | }
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| 268 |
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| 269 |
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| 270 | Vector3 ShadowMap::GetProjViewDir(const Matrix4x4 &lightSpace, const VertexArray &pts) const
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| 271 | {
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[2919] | 272 | //get the point in the LVS volume that is nearest to the camera
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[2920] | 273 | const Vector3 e = GetNearCameraPointE(pts);
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| 274 |
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[2919] | 275 | //construct edge to transform into light-space
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[2920] | 276 | const Vector3 b = e + mCamera->GetDirection();
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[2919] | 277 | //transform to light-space
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[2920] | 278 | const Vector3 e_lp = lightSpace * e;
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| 279 | const Vector3 b_lp = lightSpace * b;
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| 280 |
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| 281 | Vector3 projDir(b_lp - e_lp);
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| 282 |
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[2919] | 283 | //project the view direction into the shadow map plane
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[2920] | 284 | projDir.y = 0.0;
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| 285 | //projDir.z = 0.0;
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| 286 |
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| 287 | return Normalize(projDir);
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[2919] | 288 | }
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| 289 |
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| 290 |
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[2922] | 291 | static AxisAlignedBox3 GetExtremalPoints(const Matrix4x4 &m,
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[2920] | 292 | const VertexArray &pts)
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| 293 | {
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| 294 | AxisAlignedBox3 extremalPoints;
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| 295 | extremalPoints.Initialize();
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| 296 |
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| 297 | VertexArray::const_iterator it, it_end = pts.end();
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| 298 |
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| 299 | for (it = pts.begin(); it != it_end; ++ it)
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| 300 | {
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| 301 | Vector3 pt = *it;
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[2922] | 302 | pt = m * pt;
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[2920] | 303 |
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| 304 | extremalPoints.Include(pt);
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| 305 | }
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| 306 |
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| 307 | return extremalPoints;
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| 308 | }
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| 309 |
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| 310 |
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[2915] | 311 | bool ShadowMap::CalcLightProjection(Matrix4x4 &lightProj)
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| 312 | {
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| 313 | ///////////////////
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| 314 | //-- First step: calc frustum clipped by scene box
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| 315 |
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[2922] | 316 | DEL_PTR(polyhedron);
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[2915] | 317 | polyhedron = CalcClippedFrustum(mSceneBox);
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| 318 |
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| 319 | if (!polyhedron) return false; // something is wrong
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| 320 |
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| 321 | // include the part of the light volume that "sees" the frustum
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| 322 | // we only require frustum vertices
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| 323 |
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| 324 | VertexArray frustumPoints;
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| 325 | IncludeLightVolume(*polyhedron, frustumPoints, mShadowCam->GetDirection(), mSceneBox);
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| 326 |
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| 327 |
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| 328 | ///////////////
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| 329 | //-- transform points from world view to light view and calculate extremal points
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| 330 |
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| 331 | Matrix4x4 lightView;
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| 332 | mShadowCam->GetModelViewMatrix(lightView);
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| 333 |
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[2920] | 334 | const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
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[2913] | 335 |
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[2920] | 336 | // we use directional lights, so the projection can be set to identity
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| 337 | lightProj = IdentityMatrix();
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[2913] | 338 |
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[2922] | 339 | // switch coordinate system to that used in the lispsm algorithm for calculations
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| 340 | Matrix4x4 transform2LispSM = ZeroMatrix();
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| 341 |
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| 342 | transform2LispSM.x[0][0] = 1.0f;
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| 343 | transform2LispSM.x[1][2] = -1.0f; // y => -z
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| 344 | transform2LispSM.x[2][1] = 1.0f; // z => y
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| 345 | transform2LispSM.x[3][3] = 1.0f;
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| 346 |
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| 347 | //switch to the lightspace used in the article
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| 348 | lightProj = lightProj * transform2LispSM;
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| 349 |
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[2920] | 350 | const Vector3 projViewDir = GetProjViewDir(lightProj, frustumPoints);
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[2916] | 351 |
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[2920] | 352 | cout << "projViewDir: " << projViewDir << endl;
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[2915] | 353 |
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[2917] | 354 | //do Light Space Perspective shadow mapping
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[2922] | 355 | //rotate the lightspace so that the projected light view always points upwards
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| 356 | //calculate a frame matrix that uses the projViewDir[lightspace] as up vector
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[2917] | 357 | //look(from position, into the direction of the projected direction, with unchanged up-vector)
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[2920] | 358 | Matrix4x4 frame = LookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
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[2923] | 359 | //lightProj = lightProj * frame;
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[2917] | 360 |
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[2922] | 361 | cout << "here9\n" << lightProj << endl;
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| 362 |
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[2917] | 363 | const Matrix4x4 matLispSM =
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[2920] | 364 | CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
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[2917] | 365 |
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[2923] | 366 | lightProj = lightProj * matLispSM;
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[2917] | 367 |
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[2922] | 368 | // change back to GL coordinate system
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| 369 | Matrix4x4 transformToGL = ZeroMatrix();
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| 370 |
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| 371 | transformToGL.x[0][0] = 1.0f;
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| 372 | transformToGL.x[1][2] = 1.0f; // z => y
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| 373 | transformToGL.x[2][1] = -1.0f; // y => -z
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| 374 | transformToGL.x[3][3] = 1.0f;
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| 375 |
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| 376 | lightProj = lightProj * transformToGL;
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| 377 | //cout << "here4 \n" << lightProj << endl;
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| 378 |
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[2920] | 379 | AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
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| 380 |
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[2922] | 381 | //cout << "ma2: " << lightPts.Max() << endl;
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| 382 | //cout << "mi2: " << lightPts.Min() << endl;
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[2920] | 383 |
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[2917] | 384 | // focus projection matrix on the extremal points => scale to unit cube
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[2922] | 385 | Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
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| 386 | lightProj *= scaleTranslate;
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[2917] | 387 |
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[2922] | 388 | cout << "max: " << lightProj * extremalPoints.Max() << endl;
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| 389 | cout << "min: " << lightProj * extremalPoints.Min() << endl;
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[2920] | 390 |
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| 391 | // we have to flip the signs in order to tranform to opengl right handed system
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| 392 | Matrix4x4 refl = ScaleMatrix(1, 1, -1);
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| 393 | lightProj *= refl;
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[2916] | 394 |
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[2913] | 395 | return true;
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[2911] | 396 | }
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| 397 |
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| 398 |
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[2913] | 399 | Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
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| 400 | {
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| 401 | Vector3 ftl, ftr, fbl, fbr;
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| 402 | Vector3 ntl, ntr, nbl, nbr;
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| 403 |
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| 404 | VertexArray sides[6];
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| 405 |
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| 406 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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| 407 |
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| 408 | for (int i = 0; i < 6; ++ i)
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| 409 | sides[i].resize(4);
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| 410 |
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| 411 | // left, right
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| 412 | sides[0][0] = ftl; sides[0][1] = fbl; sides[0][2] = nbl; sides[0][3] = ntl;
|
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| 413 | sides[1][0] = fbr; sides[1][1] = ftr; sides[1][2] = ntr; sides[1][3] = nbr;
|
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| 414 | // bottom, top
|
---|
| 415 | sides[2][0] = fbl; sides[2][1] = fbr; sides[2][2] = nbr; sides[2][3] = nbl;
|
---|
| 416 | sides[3][0] = ftr; sides[3][1] = ftl; sides[3][2] = ntl; sides[3][3] = ntr;
|
---|
| 417 | // near, far
|
---|
| 418 | sides[4][0] = ntr; sides[4][1] = ntl; sides[4][2] = nbl; sides[4][3] = nbr;
|
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| 419 | sides[5][0] = ftl; sides[5][1] = ftr; sides[5][2] = fbr; sides[5][3] = fbl;
|
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| 420 |
|
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| 421 | //////////
|
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| 422 | //-- compute polyhedron
|
---|
| 423 |
|
---|
| 424 | PolygonContainer polygons;
|
---|
| 425 |
|
---|
| 426 | for (int i = 0; i < 6; ++ i)
|
---|
| 427 | {
|
---|
| 428 | Polygon3 *poly = new Polygon3(sides[i]);
|
---|
| 429 | polygons.push_back(poly);
|
---|
| 430 | }
|
---|
| 431 |
|
---|
| 432 | Polyhedron *p = new Polyhedron(polygons);
|
---|
| 433 | Polyhedron *clippedPolyhedron = box.CalcIntersection(*p);
|
---|
| 434 |
|
---|
| 435 | DEL_PTR(p);
|
---|
| 436 |
|
---|
| 437 |
|
---|
| 438 | return clippedPolyhedron;
|
---|
| 439 | }
|
---|
| 440 |
|
---|
| 441 |
|
---|
[2911] | 442 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer, const Matrix4x4 &projView)
|
---|
| 443 | {
|
---|
[2893] | 444 | const float xlen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
| 445 | const float ylen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
[2891] | 446 |
|
---|
[2922] | 447 | //const Vector3 dir = mLight->GetDirection();
|
---|
| 448 | const Vector3 dir(0, 0, -1);
|
---|
[2913] | 449 |
|
---|
| 450 | mShadowCam->SetDirection(dir);
|
---|
[2891] | 451 |
|
---|
[2913] | 452 | //cout << "lightdir: " << mShadowCam->GetDirection() << endl;
|
---|
| 453 |
|
---|
[2891] | 454 | // set position so that we can see the whole scene
|
---|
| 455 | Vector3 pos = mSceneBox.Center();
|
---|
[2893] | 456 |
|
---|
[2913] | 457 | //Matrix4x4 camView;
|
---|
| 458 | //mCamera->GetModelViewMatrix(camView);
|
---|
[2911] | 459 |
|
---|
[2922] | 460 | pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.1f);
|
---|
[2913] | 461 | mShadowCam->SetPosition(pos);
|
---|
[2891] | 462 |
|
---|
| 463 | mFbo->Bind();
|
---|
[2892] | 464 |
|
---|
[2891] | 465 | glDrawBuffers(1, mrt);
|
---|
| 466 |
|
---|
| 467 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 468 | glViewport(0, 0, mSize, mSize);
|
---|
| 469 |
|
---|
| 470 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 471 |
|
---|
| 472 | glDisable(GL_LIGHTING);
|
---|
| 473 | glDisable(GL_TEXTURE_2D);
|
---|
| 474 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 475 |
|
---|
[2893] | 476 | glPolygonOffset(1.0f, 2000.0f);
|
---|
[2892] | 477 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
[2891] | 478 |
|
---|
| 479 | glShadeModel(GL_FLAT);
|
---|
| 480 | glEnable(GL_DEPTH_TEST);
|
---|
| 481 |
|
---|
[2894] | 482 | // setup projection
|
---|
[2913] | 483 | /*glMatrixMode(GL_PROJECTION);
|
---|
| 484 | glLoadIdentity();
|
---|
[2893] | 485 | glOrtho(+xlen, -xlen, +ylen, -ylen, 0.0f, Magnitude(mSceneBox.Diagonal()));
|
---|
[2891] | 486 |
|
---|
[2913] | 487 | Matrix4x4 dummyMat;
|
---|
| 488 | glGetFloatv(GL_PROJECTION_MATRIX, (float *)dummyMat.x);
|
---|
| 489 | cout << "old:\n" << dummyMat << endl;
|
---|
| 490 | */
|
---|
[2916] | 491 |
|
---|
[2894] | 492 | Matrix4x4 lightView, lightProj;
|
---|
| 493 |
|
---|
| 494 | mShadowCam->GetModelViewMatrix(lightView);
|
---|
[2916] | 495 | CalcLightProjection(lightProj);
|
---|
[2894] | 496 |
|
---|
[2913] | 497 | glMatrixMode(GL_PROJECTION);
|
---|
| 498 | glPushMatrix();
|
---|
| 499 | glLoadMatrixf((float *)lightProj.x);
|
---|
[2911] | 500 |
|
---|
[2917] | 501 | mLightProjView = lightView * lightProj;
|
---|
[2911] | 502 |
|
---|
[2917] | 503 | //cout << "new:\n" << lightProj << endl;
|
---|
| 504 |
|
---|
[2911] | 505 | glMatrixMode(GL_MODELVIEW);
|
---|
[2913] | 506 | glPushMatrix();
|
---|
| 507 | glLoadIdentity();
|
---|
[2911] | 508 |
|
---|
[2913] | 509 | mShadowCam->SetupCameraView();
|
---|
[2911] | 510 |
|
---|
| 511 |
|
---|
[2913] | 512 | //////////////
|
---|
| 513 | //-- compute texture matrix
|
---|
[2894] | 514 | static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
|
---|
| 515 | 0.0f, 0.5f, 0.0f, 0.5f,
|
---|
| 516 | 0.0f, 0.0f, 0.5f, 0.5f,
|
---|
[2911] | 517 | 0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2894] | 518 |
|
---|
[2911] | 519 | mTextureMatrix = mLightProjView * biasMatrix;
|
---|
[2894] | 520 |
|
---|
| 521 |
|
---|
[2911] | 522 |
|
---|
| 523 |
|
---|
[2894] | 524 | /////////////
|
---|
| 525 | //-- render scene into shadow map
|
---|
| 526 |
|
---|
[2897] | 527 | renderer->RenderScene();
|
---|
| 528 |
|
---|
[2891] | 529 |
|
---|
| 530 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
[2892] | 531 | glMatrixMode(GL_MODELVIEW);
|
---|
[2891] | 532 | glPopMatrix();
|
---|
| 533 |
|
---|
| 534 | glMatrixMode(GL_PROJECTION);
|
---|
| 535 | glPopMatrix();
|
---|
| 536 |
|
---|
| 537 | glPopAttrib();
|
---|
[2913] | 538 | #if 0
|
---|
[2911] | 539 | float *data = new float[mSize * mSize];
|
---|
[2891] | 540 |
|
---|
| 541 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
| 542 | ExportDepthBuffer(data, mSize);
|
---|
| 543 |
|
---|
[2892] | 544 | delete [] data;
|
---|
[2911] | 545 |
|
---|
[2892] | 546 | PrintGLerror("shadow map");
|
---|
[2913] | 547 | #endif
|
---|
[2891] | 548 | FrameBufferObject::Release();
|
---|
| 549 | }
|
---|
| 550 |
|
---|
| 551 |
|
---|
[2894] | 552 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
|
---|
| 553 | {
|
---|
| 554 | m = mTextureMatrix;
|
---|
[2891] | 555 | }
|
---|
| 556 |
|
---|
[2894] | 557 |
|
---|
| 558 | unsigned int ShadowMap::GetShadowTexture() const
|
---|
[2891] | 559 | {
|
---|
[2894] | 560 | return mFbo->GetDepthTex();
|
---|
[2891] | 561 | }
|
---|
| 562 |
|
---|
| 563 |
|
---|
[2913] | 564 |
|
---|
[2891] | 565 | } // namespace
|
---|