[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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[2924] | 87 | static AxisAlignedBox3 GetExtremalPoints(const Matrix4x4 &m,
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| 88 | const VertexArray &pts)
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| 89 | {
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| 90 | AxisAlignedBox3 extremalPoints;
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| 91 | extremalPoints.Initialize();
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| 92 |
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| 93 | VertexArray::const_iterator it, it_end = pts.end();
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| 94 |
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| 95 | for (it = pts.begin(); it != it_end; ++ it)
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| 96 | {
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| 97 | Vector3 pt = *it;
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| 98 | pt = m * pt;
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| 99 |
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| 100 | extremalPoints.Include(pt);
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| 101 | }
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| 102 |
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| 103 | return extremalPoints;
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| 104 | }
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| 105 |
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| 106 |
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[2897] | 107 | ShadowMap::ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam):
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| 108 | mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
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[2891] | 109 | {
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| 110 | mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
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| 111 | // the diffuse color buffer
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| 112 | mFbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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| 113 |
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| 114 | mShadowCam = new Camera(mSceneBox.Size().x * 0.5f, mSceneBox.Size().y * 0.5f);
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| 115 | mShadowCam->SetOrtho(true);
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| 116 | }
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| 117 |
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| 118 |
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[2894] | 119 | ShadowMap::~ShadowMap()
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[2891] | 120 | {
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| 121 | DEL_PTR(mFbo);
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[2897] | 122 | DEL_PTR(mShadowCam);
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[2891] | 123 | }
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| 124 |
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| 125 |
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[2911] | 126 | void ShadowMap::DrawPolys()
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[2891] | 127 | {
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[2911] | 128 | if (!polyhedron) return;
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| 129 |
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| 130 | for (size_t i = 0; i < polyhedron->NumPolygons(); ++ i)
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| 131 | {
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| 132 | float r = (float)i / polyhedron->NumPolygons();
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| 133 | float g = 1;
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| 134 | float b = 1;
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| 135 |
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| 136 | glColor3f(r, g, b);
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| 137 |
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| 138 | glBegin(GL_LINE_LOOP);
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| 139 |
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| 140 | Polygon3 *poly = polyhedron->GetPolygons()[i];
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| 141 |
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| 142 | for (size_t j = 0; j < poly->mVertices.size(); ++ j)
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| 143 | {
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| 144 | Vector3 v = poly->mVertices[j];
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| 145 | glVertex3d(v.x, v.y, v.z);
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| 146 | }
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| 147 |
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| 148 | glEnd();
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| 149 | }
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| 150 | }
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| 151 |
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| 152 |
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[2913] | 153 | void ShadowMap::IncludeLightVolume(const Polyhedron &polyhedron,
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| 154 | VertexArray &frustumPoints,
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| 155 | const Vector3 lightDir,
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| 156 | const AxisAlignedBox3 &sceneBox
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| 157 | )
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[2911] | 158 | {
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[2913] | 159 | // we don't need closed form anymore => just store vertices
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| 160 | VertexArray vertices;
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| 161 | polyhedron.CollectVertices(vertices);
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[2911] | 162 |
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[2913] | 163 | // we 'look' at each point and calculate intersections of rays with scene bounding box
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| 164 | VertexArray::const_iterator it, it_end = vertices.end();
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[2911] | 165 |
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[2913] | 166 | for (it = vertices.begin(); it != it_end; ++ it)
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[2911] | 167 | {
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[2913] | 168 | Vector3 v = *it;
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[2911] | 169 |
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[2913] | 170 | frustumPoints.push_back(v);
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| 171 |
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| 172 | // hack: get point surely outside of box
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| 173 | v -= Magnitude(mSceneBox.Diagonal()) * lightDir;
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| 174 |
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| 175 | SimpleRay ray(v, lightDir);
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| 176 |
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| 177 | float tNear, tFar;
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| 178 |
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| 179 | if (sceneBox.Intersects(ray, tNear, tFar))
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[2911] | 180 | {
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[2913] | 181 | Vector3 newpt = ray.Extrap(tNear);
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[2915] | 182 | frustumPoints.push_back(newpt);
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[2911] | 183 | }
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[2913] | 184 | }
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| 185 | }
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[2911] | 186 |
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[2913] | 187 |
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[2920] | 188 | float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
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[2913] | 189 | {
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[2920] | 190 | const float n = mCamera->GetNear();
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[2916] | 191 |
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[2920] | 192 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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| 193 |
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[2916] | 194 | const float dotProd = DotProd(mCamera->GetDirection(), mShadowCam->GetDirection());
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| 195 | const float sinGamma = sin(fabs(acos(dotProd)));
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| 196 |
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| 197 | return (n + sqrt(n * (n + d * sinGamma))) / sinGamma;
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| 198 | }
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| 199 |
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| 200 |
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[2924] | 201 | Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightSpace,
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[2920] | 202 | const AxisAlignedBox3 &extremalPoints,
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[2924] | 203 | const VertexArray &body
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[2920] | 204 | )
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[2917] | 205 | {
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[2924] | 206 | AxisAlignedBox3 bounds_ls = GetExtremalPoints(lightSpace, body);
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| 207 | //return IdentityMatrix();
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[2913] | 208 |
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| 209 | ///////////////
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[2915] | 210 | //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
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[2924] | 211 | //-- first find the free parameter values n, and P (the projection center), and the projection depth
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| 212 |
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[2925] | 213 | //const float n = 1e6f;
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| 214 | const float n = ComputeN(bounds_ls);
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[2924] | 215 |
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[2916] | 216 | cout << "n: " << n << endl;
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[2915] | 217 |
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[2924] | 218 | const Vector3 nearPt = GetNearCameraPointE(body);
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| 219 | const float dummy = 0;
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[2915] | 220 | //get the coordinates of the near camera point in light space
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[2924] | 221 | const Vector3 lsNear = lightSpace * nearPt;
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[2915] | 222 |
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[2922] | 223 | //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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[2924] | 224 | const Vector3 startPt = Vector3(lsNear.x, lsNear.y, bounds_ls.Max().z);
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[2915] | 225 |
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[2924] | 226 | cout << "mx: " << bounds_ls.Max() << endl;
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| 227 | cout << "mn: " << bounds_ls.Min() << endl;
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[2922] | 228 |
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[2915] | 229 | // the new projection center
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[2925] | 230 | Vector3 projCenter = startPt + Vector3::UNIT_Z() * n * 1000;
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[2915] | 231 |
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[2924] | 232 | cout <<"start: " << startPt << " " << projCenter << " " << Distance(lightSpace * mCamera->GetPosition(), startPt) << endl;
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[2922] | 233 |
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[2915] | 234 | //construct a translation that moves to the projection center
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| 235 | const Matrix4x4 projectionCenter = TranslationMatrix(-projCenter);
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| 236 |
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[2916] | 237 | // light space y size
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[2924] | 238 | const float d = fabs(bounds_ls.Max()[2] - bounds_ls.Min()[2])+dummy;
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[2922] | 239 |
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[2924] | 240 | const float dy = fabs(bounds_ls.Max()[1] - bounds_ls.Min()[1]);
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| 241 | const float dx = fabs(bounds_ls.Max()[0] - bounds_ls.Min()[0]);
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[2922] | 242 |
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| 243 | cout << "d: " << d << " dy: " << dy << " dx: " << dx << endl;
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| 244 |
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[2924] | 245 |
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[2915] | 246 |
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[2924] | 247 | ////////
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| 248 | //-- now apply these values to construct the perspective lispsm matrix
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| 249 |
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| 250 | Matrix4x4 matLispSM;
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| 251 |
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| 252 | matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n+dummy, n + d);
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| 253 |
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[2922] | 254 | //cout << "lispsm\n" << matLispSM << endl;
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[2915] | 255 |
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[2924] | 256 | // translate to the projection center
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[2920] | 257 | matLispSM = projectionCenter * matLispSM;
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[2915] | 258 |
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[2922] | 259 | //cout << "new\n" << matLispSM << endl;
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[2917] | 260 |
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[2915] | 261 | // transform into OpenGL right handed system
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[2920] | 262 | Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
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| 263 | matLispSM *= refl;
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[2924] | 264 |
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[2920] | 265 | return matLispSM;
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[2915] | 266 | }
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| 267 |
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[2925] | 268 | #if 0
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| 269 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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| 270 | {
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| 271 | float maxDist = -1e25f;
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| 272 | Vector3 nearest = Vector3::ZERO();
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[2915] | 273 |
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[2925] | 274 | Matrix4x4 eyeView;
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| 275 | mCamera->GetModelViewMatrix(eyeView);
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| 276 |
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| 277 | VertexArray newPts;
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| 278 | polyhedron->CollectVertices(newPts);
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| 279 |
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| 280 | //the LVS volume is always in front of the camera
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| 281 | VertexArray::const_iterator it, it_end = pts.end();
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| 282 |
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| 283 | for (it = pts.begin(); it != it_end; ++ it)
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| 284 | {
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| 285 | Vector3 pt = *it;
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| 286 | Vector3 ptE = eyeView * pt;
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| 287 | //cout<<"i"<< pt.z;
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| 288 | if (ptE.z > 0) cerr <<"should not happen " << ptE.z << endl;
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| 289 | else
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| 290 | if (ptE.z > maxDist)
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| 291 | {
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| 292 | cout << " d " << ptE.z;
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| 293 |
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| 294 | maxDist = ptE.z;
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| 295 | nearest = pt;
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| 296 | }
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| 297 | }
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| 298 |
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| 299 | // Invert(eyeView); return eyeView * nearest;
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| 300 | return nearest;
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| 301 | }
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| 302 |
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| 303 | #else
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| 304 |
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[2920] | 305 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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[2919] | 306 | {
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[2925] | 307 | VertexArray newPts;
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| 308 | polyhedron->CollectVertices(newPts);
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| 309 |
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[2922] | 310 | Vector3 nearest = Vector3::ZERO();
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| 311 | float minDist = 1e25f;
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[2920] | 312 |
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[2924] | 313 | const Vector3 camPos = mCamera->GetPosition();
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[2920] | 314 |
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[2925] | 315 | VertexArray::const_iterator it, it_end = newPts.end();
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[2920] | 316 |
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[2925] | 317 | for (it = newPts.begin(); it != it_end; ++ it)
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[2920] | 318 | {
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| 319 | Vector3 pt = *it;
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| 320 |
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| 321 | const float dist = SqrDistance(pt, camPos);
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| 322 |
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| 323 | if (dist < minDist)
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| 324 | {
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| 325 | minDist = dist;
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| 326 | nearest = pt;
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| 327 | }
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| 328 | }
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| 329 |
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| 330 | return nearest;
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| 331 | }
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| 332 |
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[2925] | 333 | #endif
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[2920] | 334 |
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| 335 | Vector3 ShadowMap::GetProjViewDir(const Matrix4x4 &lightSpace, const VertexArray &pts) const
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| 336 | {
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[2919] | 337 | //get the point in the LVS volume that is nearest to the camera
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[2920] | 338 | const Vector3 e = GetNearCameraPointE(pts);
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| 339 |
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[2919] | 340 | //construct edge to transform into light-space
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[2920] | 341 | const Vector3 b = e + mCamera->GetDirection();
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[2919] | 342 | //transform to light-space
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[2920] | 343 | const Vector3 e_lp = lightSpace * e;
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| 344 | const Vector3 b_lp = lightSpace * b;
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| 345 |
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| 346 | Vector3 projDir(b_lp - e_lp);
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| 347 |
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[2924] | 348 | Matrix4x4 dummy = lightSpace;
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| 349 | Invert(dummy);
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| 350 | Vector3 dummyVec = dummy * e_lp;
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| 351 | Vector3 dummyVec2 = dummy * b_lp;
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| 352 |
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| 353 | //projDir.z = -projDir.z;
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| 354 |
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| 355 | cout << "dummy: " << Normalize(dummyVec2 - dummyVec) << endl;
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[2919] | 356 | //project the view direction into the shadow map plane
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[2920] | 357 | projDir.y = 0.0;
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| 358 |
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| 359 | return Normalize(projDir);
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[2924] | 360 | //return projDir;
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[2919] | 361 | }
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| 362 |
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| 363 |
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[2915] | 364 | bool ShadowMap::CalcLightProjection(Matrix4x4 &lightProj)
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| 365 | {
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| 366 | ///////////////////
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| 367 | //-- First step: calc frustum clipped by scene box
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| 368 |
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[2922] | 369 | DEL_PTR(polyhedron);
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[2915] | 370 | polyhedron = CalcClippedFrustum(mSceneBox);
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| 371 |
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| 372 | if (!polyhedron) return false; // something is wrong
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| 373 |
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| 374 | // include the part of the light volume that "sees" the frustum
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| 375 | // we only require frustum vertices
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| 376 |
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| 377 | VertexArray frustumPoints;
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| 378 | IncludeLightVolume(*polyhedron, frustumPoints, mShadowCam->GetDirection(), mSceneBox);
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| 379 |
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| 380 |
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| 381 | ///////////////
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| 382 | //-- transform points from world view to light view and calculate extremal points
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| 383 |
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| 384 | Matrix4x4 lightView;
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| 385 | mShadowCam->GetModelViewMatrix(lightView);
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| 386 |
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[2920] | 387 | const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
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[2913] | 388 |
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[2920] | 389 | // we use directional lights, so the projection can be set to identity
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| 390 | lightProj = IdentityMatrix();
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[2913] | 391 |
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[2922] | 392 | // switch coordinate system to that used in the lispsm algorithm for calculations
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| 393 | Matrix4x4 transform2LispSM = ZeroMatrix();
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| 394 |
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| 395 | transform2LispSM.x[0][0] = 1.0f;
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| 396 | transform2LispSM.x[1][2] = -1.0f; // y => -z
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[2924] | 397 | transform2LispSM.x[2][1] = 1.0f; // z => y
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[2922] | 398 | transform2LispSM.x[3][3] = 1.0f;
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| 399 |
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| 400 | //switch to the lightspace used in the article
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| 401 | lightProj = lightProj * transform2LispSM;
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| 402 |
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[2924] | 403 | const Vector3 projViewDir = GetProjViewDir(lightView * lightProj, frustumPoints);
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[2916] | 404 |
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[2915] | 405 |
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[2924] | 406 | cout << "projViewDir: " << projViewDir << " orig " << mCamera->GetDirection() << endl;
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| 407 |
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[2917] | 408 | //do Light Space Perspective shadow mapping
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[2922] | 409 | //rotate the lightspace so that the projected light view always points upwards
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| 410 | //calculate a frame matrix that uses the projViewDir[lightspace] as up vector
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[2917] | 411 | //look(from position, into the direction of the projected direction, with unchanged up-vector)
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[2925] | 412 | const Matrix4x4 frame = LookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
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[2917] | 413 |
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[2924] | 414 | cout << "frame\n " << frame << endl;
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| 415 | lightProj = lightProj * frame;
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| 416 |
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[2922] | 417 | cout << "here9\n" << lightProj << endl;
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| 418 |
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[2917] | 419 | const Matrix4x4 matLispSM =
|
---|
[2920] | 420 | CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
|
---|
[2917] | 421 |
|
---|
[2925] | 422 | Vector3 mydummy = projViewDir;//Vector3::UNIT_Z();
|
---|
| 423 | //cout << "transformed unit z vector: " << Normalize(lightView * lightProj * mydummy) << endl;
|
---|
| 424 | cout << "transformed unit z vector: " << Normalize(frame * mydummy) << endl;
|
---|
[2924] | 425 |
|
---|
[2923] | 426 | lightProj = lightProj * matLispSM;
|
---|
[2917] | 427 |
|
---|
[2922] | 428 | // change back to GL coordinate system
|
---|
| 429 | Matrix4x4 transformToGL = ZeroMatrix();
|
---|
| 430 |
|
---|
| 431 | transformToGL.x[0][0] = 1.0f;
|
---|
| 432 | transformToGL.x[1][2] = 1.0f; // z => y
|
---|
| 433 | transformToGL.x[2][1] = -1.0f; // y => -z
|
---|
| 434 | transformToGL.x[3][3] = 1.0f;
|
---|
| 435 |
|
---|
| 436 | lightProj = lightProj * transformToGL;
|
---|
| 437 | //cout << "here4 \n" << lightProj << endl;
|
---|
| 438 |
|
---|
[2920] | 439 | AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
|
---|
| 440 |
|
---|
[2922] | 441 | //cout << "ma2: " << lightPts.Max() << endl;
|
---|
| 442 | //cout << "mi2: " << lightPts.Min() << endl;
|
---|
[2920] | 443 |
|
---|
[2917] | 444 | // focus projection matrix on the extremal points => scale to unit cube
|
---|
[2922] | 445 | Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
|
---|
| 446 | lightProj *= scaleTranslate;
|
---|
[2917] | 447 |
|
---|
[2922] | 448 | cout << "max: " << lightProj * extremalPoints.Max() << endl;
|
---|
| 449 | cout << "min: " << lightProj * extremalPoints.Min() << endl;
|
---|
[2920] | 450 |
|
---|
| 451 | // we have to flip the signs in order to tranform to opengl right handed system
|
---|
| 452 | Matrix4x4 refl = ScaleMatrix(1, 1, -1);
|
---|
| 453 | lightProj *= refl;
|
---|
[2916] | 454 |
|
---|
[2913] | 455 | return true;
|
---|
[2911] | 456 | }
|
---|
| 457 |
|
---|
| 458 |
|
---|
[2913] | 459 | Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
|
---|
| 460 | {
|
---|
| 461 | Vector3 ftl, ftr, fbl, fbr;
|
---|
| 462 | Vector3 ntl, ntr, nbl, nbr;
|
---|
| 463 |
|
---|
| 464 | VertexArray sides[6];
|
---|
| 465 |
|
---|
| 466 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
|
---|
| 467 |
|
---|
| 468 | for (int i = 0; i < 6; ++ i)
|
---|
| 469 | sides[i].resize(4);
|
---|
| 470 |
|
---|
| 471 | // left, right
|
---|
| 472 | sides[0][0] = ftl; sides[0][1] = fbl; sides[0][2] = nbl; sides[0][3] = ntl;
|
---|
| 473 | sides[1][0] = fbr; sides[1][1] = ftr; sides[1][2] = ntr; sides[1][3] = nbr;
|
---|
| 474 | // bottom, top
|
---|
| 475 | sides[2][0] = fbl; sides[2][1] = fbr; sides[2][2] = nbr; sides[2][3] = nbl;
|
---|
| 476 | sides[3][0] = ftr; sides[3][1] = ftl; sides[3][2] = ntl; sides[3][3] = ntr;
|
---|
| 477 | // near, far
|
---|
| 478 | sides[4][0] = ntr; sides[4][1] = ntl; sides[4][2] = nbl; sides[4][3] = nbr;
|
---|
| 479 | sides[5][0] = ftl; sides[5][1] = ftr; sides[5][2] = fbr; sides[5][3] = fbl;
|
---|
| 480 |
|
---|
| 481 | //////////
|
---|
| 482 | //-- compute polyhedron
|
---|
| 483 |
|
---|
| 484 | PolygonContainer polygons;
|
---|
| 485 |
|
---|
| 486 | for (int i = 0; i < 6; ++ i)
|
---|
| 487 | {
|
---|
| 488 | Polygon3 *poly = new Polygon3(sides[i]);
|
---|
| 489 | polygons.push_back(poly);
|
---|
| 490 | }
|
---|
| 491 |
|
---|
| 492 | Polyhedron *p = new Polyhedron(polygons);
|
---|
| 493 | Polyhedron *clippedPolyhedron = box.CalcIntersection(*p);
|
---|
| 494 |
|
---|
| 495 | DEL_PTR(p);
|
---|
| 496 |
|
---|
| 497 |
|
---|
| 498 | return clippedPolyhedron;
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 |
|
---|
[2911] | 502 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer, const Matrix4x4 &projView)
|
---|
| 503 | {
|
---|
[2893] | 504 | const float xlen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
| 505 | const float ylen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
[2891] | 506 |
|
---|
[2922] | 507 | //const Vector3 dir = mLight->GetDirection();
|
---|
| 508 | const Vector3 dir(0, 0, -1);
|
---|
[2913] | 509 |
|
---|
| 510 | mShadowCam->SetDirection(dir);
|
---|
[2891] | 511 |
|
---|
[2913] | 512 | //cout << "lightdir: " << mShadowCam->GetDirection() << endl;
|
---|
| 513 |
|
---|
[2891] | 514 | // set position so that we can see the whole scene
|
---|
| 515 | Vector3 pos = mSceneBox.Center();
|
---|
[2893] | 516 |
|
---|
[2913] | 517 | //Matrix4x4 camView;
|
---|
| 518 | //mCamera->GetModelViewMatrix(camView);
|
---|
[2911] | 519 |
|
---|
[2922] | 520 | pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.1f);
|
---|
[2913] | 521 | mShadowCam->SetPosition(pos);
|
---|
[2891] | 522 |
|
---|
| 523 | mFbo->Bind();
|
---|
[2892] | 524 |
|
---|
[2891] | 525 | glDrawBuffers(1, mrt);
|
---|
| 526 |
|
---|
| 527 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 528 | glViewport(0, 0, mSize, mSize);
|
---|
| 529 |
|
---|
| 530 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 531 |
|
---|
| 532 | glDisable(GL_LIGHTING);
|
---|
| 533 | glDisable(GL_TEXTURE_2D);
|
---|
| 534 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 535 |
|
---|
[2893] | 536 | glPolygonOffset(1.0f, 2000.0f);
|
---|
[2892] | 537 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
[2891] | 538 |
|
---|
| 539 | glShadeModel(GL_FLAT);
|
---|
| 540 | glEnable(GL_DEPTH_TEST);
|
---|
| 541 |
|
---|
[2894] | 542 | // setup projection
|
---|
[2913] | 543 | /*glMatrixMode(GL_PROJECTION);
|
---|
| 544 | glLoadIdentity();
|
---|
[2893] | 545 | glOrtho(+xlen, -xlen, +ylen, -ylen, 0.0f, Magnitude(mSceneBox.Diagonal()));
|
---|
[2891] | 546 |
|
---|
[2913] | 547 | Matrix4x4 dummyMat;
|
---|
| 548 | glGetFloatv(GL_PROJECTION_MATRIX, (float *)dummyMat.x);
|
---|
| 549 | cout << "old:\n" << dummyMat << endl;
|
---|
| 550 | */
|
---|
[2916] | 551 |
|
---|
[2894] | 552 | Matrix4x4 lightView, lightProj;
|
---|
| 553 |
|
---|
| 554 | mShadowCam->GetModelViewMatrix(lightView);
|
---|
[2916] | 555 | CalcLightProjection(lightProj);
|
---|
[2894] | 556 |
|
---|
[2913] | 557 | glMatrixMode(GL_PROJECTION);
|
---|
| 558 | glPushMatrix();
|
---|
| 559 | glLoadMatrixf((float *)lightProj.x);
|
---|
[2911] | 560 |
|
---|
[2917] | 561 | mLightProjView = lightView * lightProj;
|
---|
[2911] | 562 |
|
---|
[2917] | 563 | //cout << "new:\n" << lightProj << endl;
|
---|
| 564 |
|
---|
[2911] | 565 | glMatrixMode(GL_MODELVIEW);
|
---|
[2913] | 566 | glPushMatrix();
|
---|
| 567 | glLoadIdentity();
|
---|
[2911] | 568 |
|
---|
[2913] | 569 | mShadowCam->SetupCameraView();
|
---|
[2911] | 570 |
|
---|
| 571 |
|
---|
[2913] | 572 | //////////////
|
---|
| 573 | //-- compute texture matrix
|
---|
[2925] | 574 |
|
---|
[2894] | 575 | static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
|
---|
| 576 | 0.0f, 0.5f, 0.0f, 0.5f,
|
---|
| 577 | 0.0f, 0.0f, 0.5f, 0.5f,
|
---|
[2911] | 578 | 0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2894] | 579 |
|
---|
[2911] | 580 | mTextureMatrix = mLightProjView * biasMatrix;
|
---|
[2894] | 581 |
|
---|
| 582 |
|
---|
[2911] | 583 |
|
---|
| 584 |
|
---|
[2894] | 585 | /////////////
|
---|
| 586 | //-- render scene into shadow map
|
---|
| 587 |
|
---|
[2897] | 588 | renderer->RenderScene();
|
---|
| 589 |
|
---|
[2891] | 590 |
|
---|
| 591 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
[2892] | 592 | glMatrixMode(GL_MODELVIEW);
|
---|
[2891] | 593 | glPopMatrix();
|
---|
| 594 |
|
---|
| 595 | glMatrixMode(GL_PROJECTION);
|
---|
| 596 | glPopMatrix();
|
---|
| 597 |
|
---|
| 598 | glPopAttrib();
|
---|
[2913] | 599 | #if 0
|
---|
[2911] | 600 | float *data = new float[mSize * mSize];
|
---|
[2891] | 601 |
|
---|
| 602 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
| 603 | ExportDepthBuffer(data, mSize);
|
---|
| 604 |
|
---|
[2892] | 605 | delete [] data;
|
---|
[2911] | 606 |
|
---|
[2892] | 607 | PrintGLerror("shadow map");
|
---|
[2913] | 608 | #endif
|
---|
[2891] | 609 | FrameBufferObject::Release();
|
---|
| 610 | }
|
---|
| 611 |
|
---|
| 612 |
|
---|
[2894] | 613 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
|
---|
| 614 | {
|
---|
| 615 | m = mTextureMatrix;
|
---|
[2891] | 616 | }
|
---|
| 617 |
|
---|
[2894] | 618 |
|
---|
| 619 | unsigned int ShadowMap::GetShadowTexture() const
|
---|
[2891] | 620 | {
|
---|
[2894] | 621 | return mFbo->GetDepthTex();
|
---|
[2891] | 622 | }
|
---|
| 623 |
|
---|
| 624 |
|
---|
[2913] | 625 |
|
---|
[2891] | 626 | } // namespace
|
---|