[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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[2931] | 19 | static CGprogram sCgShadowProgram;
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| 20 | static CGparameter sShadowParam;
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[2891] | 21 |
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[2931] | 22 |
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[2911] | 23 | static Polyhedron *polyhedron = NULL;
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[2929] | 24 | static Polyhedron *lightPoly = NULL;
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[2932] | 25 | static Matrix4x4 dummy = IdentityMatrix();
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[2911] | 26 |
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| 27 |
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[2891] | 28 | static void PrintGLerror(char *msg)
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| 29 | {
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| 30 | GLenum errCode;
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| 31 | const GLubyte *errStr;
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| 32 |
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| 33 | if ((errCode = glGetError()) != GL_NO_ERROR)
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| 34 | {
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| 35 | errStr = gluErrorString(errCode);
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| 36 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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| 37 | }
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| 38 | }
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| 39 |
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| 40 |
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[2931] | 41 | static Polyhedron *CreatePolyhedron(const Matrix4x4 &lightMatrix, const AxisAlignedBox3 &sceneBox)
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| 42 | {
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| 43 | Frustum frustum(lightMatrix);
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[2891] | 44 |
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[2931] | 45 | vector<Plane3> clipPlanes;
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[2891] | 46 |
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[2931] | 47 | for (int i = 0; i < 6; ++ i)
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| 48 | {
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| 49 | ////////////
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| 50 | //-- normalize the coefficients
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[2891] | 51 |
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[2931] | 52 | // the clipping planes look outward the frustum,
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| 53 | // so distances > 0 mean that a point is outside
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| 54 | const float invLength = -1.0f / Magnitude(frustum.mClipPlanes[i].mNormal);
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| 55 |
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| 56 | frustum.mClipPlanes[i].mD *= invLength;
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| 57 | frustum.mClipPlanes[i].mNormal *= invLength;
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| 58 |
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| 59 | //clipPlanes.push_back(frustum.mClipPlanes[i]);
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| 60 | }
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| 61 |
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| 62 | clipPlanes.push_back(frustum.mClipPlanes[5]);
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| 63 | clipPlanes.push_back(frustum.mClipPlanes[0]);
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| 64 | clipPlanes.push_back(frustum.mClipPlanes[1]);
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| 65 | clipPlanes.push_back(frustum.mClipPlanes[2]);
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| 66 | clipPlanes.push_back(frustum.mClipPlanes[3]);
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| 67 | clipPlanes.push_back(frustum.mClipPlanes[4]);
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| 68 |
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| 69 | return Polyhedron::CreatePolyhedron(clipPlanes, sceneBox);
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| 70 | }
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| 71 |
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| 72 |
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[2891] | 73 | static void GrabDepthBuffer(float *data, GLuint depthTexture)
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| 74 | {
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| 75 | glEnable(GL_TEXTURE_2D);
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| 76 | glBindTexture(GL_TEXTURE_2D, depthTexture);
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| 77 |
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| 78 | glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
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| 79 |
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| 80 | glBindTexture(GL_TEXTURE_2D, 0);
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| 81 | glDisable(GL_TEXTURE_2D);
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| 82 | }
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| 83 |
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| 84 |
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| 85 | static void ExportDepthBuffer(float *data, int size)
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| 86 | {
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| 87 | ilInit();
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| 88 | assert(ilGetError() == IL_NO_ERROR);
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| 89 |
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| 90 | ILstring filename = ILstring("shadow.tga");
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| 91 | ilRegisterType(IL_FLOAT);
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| 92 |
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| 93 | const int depth = 1;
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| 94 | const int bpp = 1;
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| 95 |
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| 96 | if (!ilTexImage(size, size, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
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| 97 | {
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| 98 | cerr << "IL error " << ilGetError() << endl;
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| 99 |
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| 100 | ilShutDown();
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| 101 | assert(ilGetError() == IL_NO_ERROR);
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| 102 |
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| 103 | return;
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| 104 | }
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| 105 |
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| 106 | if (!ilSaveImage(filename))
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| 107 | {
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| 108 | cerr << "TGA write error " << ilGetError() << endl;
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| 109 | }
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| 110 |
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| 111 | ilShutDown();
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| 112 | assert(ilGetError() == IL_NO_ERROR);
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| 113 |
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| 114 | cout << "exported depth buffer" << endl;
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| 115 | }
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| 116 |
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| 117 |
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| 118 |
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[2924] | 119 | static AxisAlignedBox3 GetExtremalPoints(const Matrix4x4 &m,
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| 120 | const VertexArray &pts)
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| 121 | {
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| 122 | AxisAlignedBox3 extremalPoints;
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| 123 | extremalPoints.Initialize();
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| 124 |
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| 125 | VertexArray::const_iterator it, it_end = pts.end();
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| 126 |
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| 127 | for (it = pts.begin(); it != it_end; ++ it)
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| 128 | {
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| 129 | Vector3 pt = *it;
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| 130 | pt = m * pt;
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| 131 |
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| 132 | extremalPoints.Include(pt);
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| 133 | }
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| 134 |
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| 135 | return extremalPoints;
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| 136 | }
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| 137 |
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| 138 |
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[2897] | 139 | ShadowMap::ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam):
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| 140 | mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
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[2891] | 141 | {
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| 142 | mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
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| 143 | // the diffuse color buffer
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| 144 | mFbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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[2928] | 145 | //mFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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[2891] | 146 |
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[2928] | 147 | mShadowCam = new Camera(mSize, mSize);//mSceneBox.Size().x * 0.5f, mSceneBox.Size().y * 0.5f);
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[2891] | 148 | mShadowCam->SetOrtho(true);
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| 149 | }
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| 150 |
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| 151 |
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[2894] | 152 | ShadowMap::~ShadowMap()
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[2891] | 153 | {
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| 154 | DEL_PTR(mFbo);
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[2897] | 155 | DEL_PTR(mShadowCam);
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[2891] | 156 | }
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| 157 |
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| 158 |
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[2929] | 159 | void ShadowMap::DrawPoly(Polyhedron *poly, const Vector3 &color)
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[2891] | 160 | {
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[2929] | 161 | if (!poly) return;
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[2911] | 162 |
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[2929] | 163 | for (size_t i = 0; i < poly->NumPolygons(); ++ i)
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[2911] | 164 | {
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[2929] | 165 | glColor3f(color.x, color.y, color.z);
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[2911] | 166 |
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| 167 | glBegin(GL_LINE_LOOP);
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| 168 |
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[2929] | 169 | Polygon3 *p = poly->GetPolygons()[i];
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[2911] | 170 |
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[2929] | 171 | for (size_t j = 0; j < p->mVertices.size(); ++ j)
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[2911] | 172 | {
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[2929] | 173 | Vector3 v = p->mVertices[j];
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[2911] | 174 | glVertex3d(v.x, v.y, v.z);
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| 175 | }
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| 176 |
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| 177 | glEnd();
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| 178 | }
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| 179 | }
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| 180 |
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| 181 |
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[2929] | 182 | void ShadowMap::DrawPolys()
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[2911] | 183 | {
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[2929] | 184 | DrawPoly(lightPoly, Vector3(1, 0, 1));
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| 185 | DrawPoly(polyhedron, Vector3(0, 1, 0));
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[2932] | 186 |
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| 187 | Vector3 pt = Vector3::ZERO();
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| 188 |
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| 189 | pt = dummy * pt;
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| 190 |
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| 191 | glPointSize(10.0f);
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| 192 |
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| 193 | glBegin(GL_POINTS);
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| 194 | glVertex3f(pt.x, pt.y, pt.z);
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| 195 | glEnd();
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[2913] | 196 | }
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[2911] | 197 |
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[2913] | 198 |
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[2920] | 199 | float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
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[2913] | 200 | {
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[2920] | 201 | const float n = mCamera->GetNear();
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[2916] | 202 |
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[2920] | 203 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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| 204 |
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[2916] | 205 | const float dotProd = DotProd(mCamera->GetDirection(), mShadowCam->GetDirection());
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| 206 | const float sinGamma = sin(fabs(acos(dotProd)));
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| 207 |
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| 208 | return (n + sqrt(n * (n + d * sinGamma))) / sinGamma;
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| 209 | }
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| 210 |
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| 211 |
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[2924] | 212 | Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightSpace,
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[2920] | 213 | const AxisAlignedBox3 &extremalPoints,
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[2924] | 214 | const VertexArray &body
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[2920] | 215 | )
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[2917] | 216 | {
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[2924] | 217 | //return IdentityMatrix();
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[2913] | 218 |
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[2928] | 219 | AxisAlignedBox3 bounds_ls = GetExtremalPoints(lightSpace, body);
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| 220 |
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[2913] | 221 | ///////////////
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[2915] | 222 | //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
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[2924] | 223 | //-- first find the free parameter values n, and P (the projection center), and the projection depth
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| 224 |
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[2932] | 225 | const float n = 1e2f;
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| 226 | //const float n = 1e6f;
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[2929] | 227 | //const float n = ComputeN(bounds_ls) * 100;
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[2924] | 228 |
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[2916] | 229 | cout << "n: " << n << endl;
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[2915] | 230 |
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[2924] | 231 | const Vector3 nearPt = GetNearCameraPointE(body);
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| 232 | const float dummy = 0;
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[2915] | 233 | //get the coordinates of the near camera point in light space
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[2924] | 234 | const Vector3 lsNear = lightSpace * nearPt;
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[2915] | 235 |
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[2922] | 236 | //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] | 237 | const Vector3 startPt = Vector3(lsNear.x, lsNear.y, bounds_ls.Max().z);
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[2915] | 238 |
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[2924] | 239 | cout << "mx: " << bounds_ls.Max() << endl;
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| 240 | cout << "mn: " << bounds_ls.Min() << endl;
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[2922] | 241 |
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[2915] | 242 | // the new projection center
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[2928] | 243 | Vector3 projCenter = startPt + Vector3::UNIT_Z() * n;
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[2915] | 244 |
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[2924] | 245 | cout <<"start: " << startPt << " " << projCenter << " " << Distance(lightSpace * mCamera->GetPosition(), startPt) << endl;
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[2922] | 246 |
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[2915] | 247 | //construct a translation that moves to the projection center
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| 248 | const Matrix4x4 projectionCenter = TranslationMatrix(-projCenter);
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| 249 |
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[2916] | 250 | // light space y size
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[2924] | 251 | const float d = fabs(bounds_ls.Max()[2] - bounds_ls.Min()[2])+dummy;
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[2922] | 252 |
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[2924] | 253 | const float dy = fabs(bounds_ls.Max()[1] - bounds_ls.Min()[1]);
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| 254 | const float dx = fabs(bounds_ls.Max()[0] - bounds_ls.Min()[0]);
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[2922] | 255 |
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| 256 | cout << "d: " << d << " dy: " << dy << " dx: " << dx << endl;
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| 257 |
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[2924] | 258 |
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[2915] | 259 |
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[2928] | 260 | //////////
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[2924] | 261 | //-- now apply these values to construct the perspective lispsm matrix
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| 262 |
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| 263 | Matrix4x4 matLispSM;
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| 264 |
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| 265 | matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n+dummy, n + d);
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| 266 |
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[2922] | 267 | //cout << "lispsm\n" << matLispSM << endl;
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[2915] | 268 |
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[2924] | 269 | // translate to the projection center
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[2920] | 270 | matLispSM = projectionCenter * matLispSM;
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[2915] | 271 |
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[2922] | 272 | //cout << "new\n" << matLispSM << endl;
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[2917] | 273 |
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[2915] | 274 | // transform into OpenGL right handed system
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[2920] | 275 | Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
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| 276 | matLispSM *= refl;
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[2924] | 277 |
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[2920] | 278 | return matLispSM;
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[2915] | 279 | }
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| 280 |
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[2925] | 281 | #if 0
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| 282 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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| 283 | {
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| 284 | float maxDist = -1e25f;
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| 285 | Vector3 nearest = Vector3::ZERO();
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[2915] | 286 |
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[2925] | 287 | Matrix4x4 eyeView;
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| 288 | mCamera->GetModelViewMatrix(eyeView);
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| 289 |
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| 290 | VertexArray newPts;
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| 291 | polyhedron->CollectVertices(newPts);
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| 292 |
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| 293 | //the LVS volume is always in front of the camera
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| 294 | VertexArray::const_iterator it, it_end = pts.end();
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| 295 |
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| 296 | for (it = pts.begin(); it != it_end; ++ it)
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| 297 | {
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| 298 | Vector3 pt = *it;
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| 299 | Vector3 ptE = eyeView * pt;
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| 300 | //cout<<"i"<< pt.z;
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| 301 | if (ptE.z > 0) cerr <<"should not happen " << ptE.z << endl;
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| 302 | else
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| 303 | if (ptE.z > maxDist)
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| 304 | {
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| 305 | cout << " d " << ptE.z;
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| 306 |
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| 307 | maxDist = ptE.z;
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| 308 | nearest = pt;
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| 309 | }
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| 310 | }
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| 311 |
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| 312 | // Invert(eyeView); return eyeView * nearest;
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| 313 | return nearest;
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| 314 | }
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| 315 |
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| 316 | #else
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| 317 |
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[2920] | 318 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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[2919] | 319 | {
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[2925] | 320 | VertexArray newPts;
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| 321 | polyhedron->CollectVertices(newPts);
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| 322 |
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[2922] | 323 | Vector3 nearest = Vector3::ZERO();
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| 324 | float minDist = 1e25f;
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[2920] | 325 |
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[2924] | 326 | const Vector3 camPos = mCamera->GetPosition();
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[2920] | 327 |
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[2925] | 328 | VertexArray::const_iterator it, it_end = newPts.end();
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[2920] | 329 |
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[2925] | 330 | for (it = newPts.begin(); it != it_end; ++ it)
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[2920] | 331 | {
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| 332 | Vector3 pt = *it;
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| 333 |
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| 334 | const float dist = SqrDistance(pt, camPos);
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| 335 |
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| 336 | if (dist < minDist)
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| 337 | {
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| 338 | minDist = dist;
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| 339 | nearest = pt;
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| 340 | }
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| 341 | }
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| 342 |
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| 343 | return nearest;
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| 344 | }
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| 345 |
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[2925] | 346 | #endif
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[2920] | 347 |
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| 348 | Vector3 ShadowMap::GetProjViewDir(const Matrix4x4 &lightSpace, const VertexArray &pts) const
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| 349 | {
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[2919] | 350 | //get the point in the LVS volume that is nearest to the camera
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[2920] | 351 | const Vector3 e = GetNearCameraPointE(pts);
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| 352 |
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[2919] | 353 | //construct edge to transform into light-space
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[2920] | 354 | const Vector3 b = e + mCamera->GetDirection();
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[2919] | 355 | //transform to light-space
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[2920] | 356 | const Vector3 e_lp = lightSpace * e;
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| 357 | const Vector3 b_lp = lightSpace * b;
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| 358 |
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| 359 | Vector3 projDir(b_lp - e_lp);
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| 360 |
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[2924] | 361 | Matrix4x4 dummy = lightSpace;
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| 362 | Invert(dummy);
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| 363 | Vector3 dummyVec = dummy * e_lp;
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| 364 | Vector3 dummyVec2 = dummy * b_lp;
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| 365 |
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| 366 | //projDir.z = -projDir.z;
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| 367 |
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| 368 | cout << "dummy: " << Normalize(dummyVec2 - dummyVec) << endl;
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[2919] | 369 | //project the view direction into the shadow map plane
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[2932] | 370 | projDir.y = .0f;
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[2920] | 371 |
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| 372 | return Normalize(projDir);
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[2924] | 373 | //return projDir;
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[2919] | 374 | }
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| 375 |
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| 376 |
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[2915] | 377 | bool ShadowMap::CalcLightProjection(Matrix4x4 &lightProj)
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| 378 | {
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| 379 | ///////////////////
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| 380 | //-- First step: calc frustum clipped by scene box
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| 381 |
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[2922] | 382 | DEL_PTR(polyhedron);
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[2915] | 383 | polyhedron = CalcClippedFrustum(mSceneBox);
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| 384 |
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| 385 | if (!polyhedron) return false; // something is wrong
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| 386 |
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| 387 | // include the part of the light volume that "sees" the frustum
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| 388 | // we only require frustum vertices
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| 389 |
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| 390 | VertexArray frustumPoints;
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| 391 | IncludeLightVolume(*polyhedron, frustumPoints, mShadowCam->GetDirection(), mSceneBox);
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| 392 |
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| 393 |
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| 394 | ///////////////
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| 395 | //-- transform points from world view to light view and calculate extremal points
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| 396 |
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| 397 | Matrix4x4 lightView;
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| 398 | mShadowCam->GetModelViewMatrix(lightView);
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| 399 |
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[2920] | 400 | const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
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[2913] | 401 |
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[2920] | 402 | // we use directional lights, so the projection can be set to identity
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| 403 | lightProj = IdentityMatrix();
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[2913] | 404 |
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[2922] | 405 | // switch coordinate system to that used in the lispsm algorithm for calculations
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| 406 | Matrix4x4 transform2LispSM = ZeroMatrix();
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| 407 |
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| 408 | transform2LispSM.x[0][0] = 1.0f;
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| 409 | transform2LispSM.x[1][2] = -1.0f; // y => -z
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[2924] | 410 | transform2LispSM.x[2][1] = 1.0f; // z => y
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[2922] | 411 | transform2LispSM.x[3][3] = 1.0f;
|
---|
| 412 |
|
---|
| 413 | //switch to the lightspace used in the article
|
---|
[2932] | 414 | //lightProj = lightProj * transform2LispSM;
|
---|
[2922] | 415 |
|
---|
[2924] | 416 | const Vector3 projViewDir = GetProjViewDir(lightView * lightProj, frustumPoints);
|
---|
[2916] | 417 |
|
---|
[2915] | 418 |
|
---|
[2924] | 419 | cout << "projViewDir: " << projViewDir << " orig " << mCamera->GetDirection() << endl;
|
---|
| 420 |
|
---|
[2917] | 421 | //do Light Space Perspective shadow mapping
|
---|
[2922] | 422 | //rotate the lightspace so that the projected light view always points upwards
|
---|
| 423 | //calculate a frame matrix that uses the projViewDir[lightspace] as up vector
|
---|
[2917] | 424 | //look(from position, into the direction of the projected direction, with unchanged up-vector)
|
---|
[2932] | 425 | const Matrix4x4 frame = MyLookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
|
---|
[2917] | 426 |
|
---|
[2924] | 427 | cout << "frame\n " << frame << endl;
|
---|
[2932] | 428 | //lightProj = lightProj * frame;
|
---|
[2924] | 429 |
|
---|
[2922] | 430 | cout << "here9\n" << lightProj << endl;
|
---|
| 431 |
|
---|
[2917] | 432 | const Matrix4x4 matLispSM =
|
---|
[2920] | 433 | CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
|
---|
[2917] | 434 |
|
---|
[2923] | 435 | lightProj = lightProj * matLispSM;
|
---|
[2917] | 436 |
|
---|
[2922] | 437 | // change back to GL coordinate system
|
---|
| 438 | Matrix4x4 transformToGL = ZeroMatrix();
|
---|
| 439 |
|
---|
| 440 | transformToGL.x[0][0] = 1.0f;
|
---|
| 441 | transformToGL.x[1][2] = 1.0f; // z => y
|
---|
| 442 | transformToGL.x[2][1] = -1.0f; // y => -z
|
---|
| 443 | transformToGL.x[3][3] = 1.0f;
|
---|
| 444 |
|
---|
[2932] | 445 | //lightProj = lightProj * transformToGL;
|
---|
[2922] | 446 | //cout << "here4 \n" << lightProj << endl;
|
---|
| 447 |
|
---|
[2920] | 448 | AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
|
---|
| 449 |
|
---|
[2922] | 450 | //cout << "ma2: " << lightPts.Max() << endl;
|
---|
| 451 | //cout << "mi2: " << lightPts.Min() << endl;
|
---|
[2920] | 452 |
|
---|
[2917] | 453 | // focus projection matrix on the extremal points => scale to unit cube
|
---|
[2922] | 454 | Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
|
---|
| 455 | lightProj *= scaleTranslate;
|
---|
[2917] | 456 |
|
---|
[2922] | 457 | cout << "max: " << lightProj * extremalPoints.Max() << endl;
|
---|
| 458 | cout << "min: " << lightProj * extremalPoints.Min() << endl;
|
---|
[2920] | 459 |
|
---|
| 460 | // we have to flip the signs in order to tranform to opengl right handed system
|
---|
| 461 | Matrix4x4 refl = ScaleMatrix(1, 1, -1);
|
---|
| 462 | lightProj *= refl;
|
---|
[2916] | 463 |
|
---|
[2913] | 464 | return true;
|
---|
[2911] | 465 | }
|
---|
| 466 |
|
---|
| 467 |
|
---|
[2913] | 468 | Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
|
---|
| 469 | {
|
---|
[2931] | 470 | Polyhedron *p = mCamera->ComputeFrustum();
|
---|
| 471 |
|
---|
| 472 | Polyhedron *clippedPolyhedron = box.CalcIntersection(*p);
|
---|
[2913] | 473 |
|
---|
[2931] | 474 | DEL_PTR(p);
|
---|
[2913] | 475 |
|
---|
[2931] | 476 | return clippedPolyhedron;
|
---|
| 477 | }
|
---|
[2913] | 478 |
|
---|
| 479 |
|
---|
[2931] | 480 | //calculates the up vector for the light coordinate frame
|
---|
| 481 | static Vector3 CalcUpVec(const Vector3 viewDir, const Vector3 lightDir)
|
---|
| 482 | {
|
---|
| 483 | //we do what gluLookAt does...
|
---|
| 484 | //left is the normalized vector perpendicular to lightDir and viewDir
|
---|
| 485 | //this means left is the normalvector of the yz-plane from the paper
|
---|
| 486 | Vector3 left = CrossProd(lightDir, viewDir);
|
---|
[2913] | 487 |
|
---|
[2931] | 488 | //we now can calculate the rotated(in the yz-plane) viewDir vector
|
---|
| 489 | //and use it as up vector in further transformations
|
---|
| 490 | Vector3 up = CrossProd(left, lightDir);
|
---|
[2913] | 491 |
|
---|
[2931] | 492 | return Normalize(up);
|
---|
[2913] | 493 | }
|
---|
| 494 |
|
---|
| 495 |
|
---|
[2932] | 496 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
|
---|
| 497 | {
|
---|
| 498 | m = mTextureMatrix;
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 |
|
---|
| 502 | unsigned int ShadowMap::GetDepthTexture() const
|
---|
| 503 | {
|
---|
| 504 | return mFbo->GetDepthTex();
|
---|
| 505 | }
|
---|
| 506 |
|
---|
| 507 | unsigned int ShadowMap::GetShadowColorTexture() const
|
---|
| 508 | {
|
---|
| 509 | return mFbo->GetColorBuffer(0)->GetTexture();
|
---|
| 510 |
|
---|
| 511 | }
|
---|
| 512 |
|
---|
| 513 |
|
---|
| 514 | void ShadowMap::IncludeLightVolume(const Polyhedron &polyhedron,
|
---|
| 515 | VertexArray &frustumPoints,
|
---|
| 516 | const Vector3 lightDir,
|
---|
| 517 | const AxisAlignedBox3 &sceneBox
|
---|
| 518 | )
|
---|
| 519 | {
|
---|
| 520 | // we don't need closed form anymore => just store vertices
|
---|
| 521 | VertexArray vertices;
|
---|
| 522 | polyhedron.CollectVertices(vertices);
|
---|
| 523 |
|
---|
| 524 | // we 'look' at each point and calculate intersections of rays with scene bounding box
|
---|
| 525 | VertexArray::const_iterator it, it_end = vertices.end();
|
---|
| 526 |
|
---|
| 527 | for (it = vertices.begin(); it != it_end; ++ it)
|
---|
| 528 | {
|
---|
| 529 | Vector3 v = *it;
|
---|
| 530 |
|
---|
| 531 | frustumPoints.push_back(v);
|
---|
| 532 |
|
---|
| 533 | // hack: get point surely outside of box
|
---|
| 534 | v -= Magnitude(mSceneBox.Diagonal()) * lightDir;
|
---|
| 535 |
|
---|
| 536 | SimpleRay ray(v, lightDir);
|
---|
| 537 |
|
---|
| 538 | float tNear, tFar;
|
---|
| 539 |
|
---|
| 540 | if (sceneBox.Intersects(ray, tNear, tFar))
|
---|
| 541 | {
|
---|
| 542 | Vector3 newpt = ray.Extrap(tNear);
|
---|
| 543 | frustumPoints.push_back(newpt);
|
---|
| 544 | }
|
---|
| 545 | }
|
---|
| 546 | }
|
---|
| 547 |
|
---|
| 548 |
|
---|
[2911] | 549 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer, const Matrix4x4 &projView)
|
---|
| 550 | {
|
---|
[2893] | 551 | const float xlen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
| 552 | const float ylen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
[2891] | 553 |
|
---|
[2922] | 554 | //const Vector3 dir = mLight->GetDirection();
|
---|
| 555 | const Vector3 dir(0, 0, -1);
|
---|
[2913] | 556 |
|
---|
[2932] | 557 | // set position so that we can see the whole scene
|
---|
| 558 | //Vector3 pos = mSceneBox.Center();
|
---|
| 559 | //pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
| 560 | //mShadowCam->SetPosition(pos);
|
---|
| 561 | mShadowCam->SetPosition(mCamera->GetPosition());
|
---|
| 562 |
|
---|
[2931] | 563 | Vector3 upVec = CalcUpVec(mCamera->GetDirection(), dir);
|
---|
[2932] | 564 | Matrix4x4 lightView =
|
---|
| 565 | MyLookAt(mShadowCam->GetPosition(), dir, upVec);
|
---|
[2931] | 566 |
|
---|
[2932] | 567 | mShadowCam->mViewOrientation = lightView;
|
---|
[2913] | 568 |
|
---|
[2932] | 569 | //cout << "here45:\n" << lightView << endl;
|
---|
[2893] | 570 |
|
---|
[2932] | 571 | //mShadowCam->SetDirection(dir);
|
---|
| 572 | //mShadowCam->GetModelViewMatrix(lightView);
|
---|
| 573 | //cout << "here46:\n" << lightView << endl;
|
---|
[2911] | 574 |
|
---|
[2891] | 575 | mFbo->Bind();
|
---|
[2892] | 576 |
|
---|
[2891] | 577 | glDrawBuffers(1, mrt);
|
---|
| 578 |
|
---|
| 579 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
| 580 | glViewport(0, 0, mSize, mSize);
|
---|
| 581 |
|
---|
| 582 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 583 |
|
---|
| 584 | glDisable(GL_LIGHTING);
|
---|
| 585 | glDisable(GL_TEXTURE_2D);
|
---|
| 586 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
| 587 |
|
---|
[2893] | 588 | glPolygonOffset(1.0f, 2000.0f);
|
---|
[2892] | 589 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
[2891] | 590 |
|
---|
| 591 | glShadeModel(GL_FLAT);
|
---|
| 592 | glEnable(GL_DEPTH_TEST);
|
---|
| 593 |
|
---|
[2932] | 594 | Matrix4x4 lightProj;
|
---|
[2891] | 595 |
|
---|
[2916] | 596 | CalcLightProjection(lightProj);
|
---|
[2894] | 597 |
|
---|
[2913] | 598 | glMatrixMode(GL_PROJECTION);
|
---|
| 599 | glPushMatrix();
|
---|
| 600 | glLoadMatrixf((float *)lightProj.x);
|
---|
[2911] | 601 |
|
---|
[2917] | 602 | mLightProjView = lightView * lightProj;
|
---|
[2911] | 603 |
|
---|
[2932] | 604 | cout << "here3" << endl;
|
---|
[2929] | 605 | DEL_PTR(lightPoly);
|
---|
[2931] | 606 | lightPoly = CreatePolyhedron(mLightProjView, mSceneBox);
|
---|
[2932] | 607 | cout << "here4\n" << lightView << endl;
|
---|
[2929] | 608 |
|
---|
[2911] | 609 | glMatrixMode(GL_MODELVIEW);
|
---|
[2913] | 610 | glPushMatrix();
|
---|
| 611 | glLoadIdentity();
|
---|
[2911] | 612 |
|
---|
[2932] | 613 | mShadowCam->SetupCameraView();
|
---|
[2911] | 614 |
|
---|
[2932] | 615 |
|
---|
[2913] | 616 | //////////////
|
---|
| 617 | //-- compute texture matrix
|
---|
[2925] | 618 |
|
---|
[2894] | 619 | static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
|
---|
| 620 | 0.0f, 0.5f, 0.0f, 0.5f,
|
---|
| 621 | 0.0f, 0.0f, 0.5f, 0.5f,
|
---|
[2911] | 622 | 0.0f, 0.0f, 0.0f, 1.0f);
|
---|
[2894] | 623 |
|
---|
[2911] | 624 | mTextureMatrix = mLightProjView * biasMatrix;
|
---|
[2894] | 625 |
|
---|
| 626 |
|
---|
[2911] | 627 |
|
---|
| 628 |
|
---|
[2894] | 629 | /////////////
|
---|
| 630 | //-- render scene into shadow map
|
---|
| 631 |
|
---|
[2897] | 632 | renderer->RenderScene();
|
---|
| 633 |
|
---|
[2891] | 634 |
|
---|
| 635 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
[2892] | 636 | glMatrixMode(GL_MODELVIEW);
|
---|
[2891] | 637 | glPopMatrix();
|
---|
| 638 |
|
---|
| 639 | glMatrixMode(GL_PROJECTION);
|
---|
| 640 | glPopMatrix();
|
---|
| 641 |
|
---|
| 642 | glPopAttrib();
|
---|
[2928] | 643 |
|
---|
| 644 |
|
---|
| 645 | glEnable(GL_LIGHTING);
|
---|
| 646 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 647 |
|
---|
[2913] | 648 | #if 0
|
---|
[2911] | 649 | float *data = new float[mSize * mSize];
|
---|
[2891] | 650 |
|
---|
| 651 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
| 652 | ExportDepthBuffer(data, mSize);
|
---|
| 653 |
|
---|
[2892] | 654 | delete [] data;
|
---|
[2911] | 655 |
|
---|
[2892] | 656 | PrintGLerror("shadow map");
|
---|
[2913] | 657 | #endif
|
---|
[2891] | 658 | FrameBufferObject::Release();
|
---|
| 659 | }
|
---|
| 660 |
|
---|
| 661 |
|
---|
[2931] | 662 | void ShadowMap::RenderShadowView(RenderTraverser *renderer, const Matrix4x4 &projView)
|
---|
| 663 | {
|
---|
| 664 | //const Vector3 dir = mLight->GetDirection();
|
---|
| 665 | const Vector3 dir(0, 0, -1);
|
---|
| 666 |
|
---|
| 667 | mShadowCam->SetDirection(dir);
|
---|
| 668 |
|
---|
| 669 | // set position so that we can see the whole scene
|
---|
| 670 | Vector3 pos = mSceneBox.Center();
|
---|
| 671 | pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
| 672 |
|
---|
[2932] | 673 | mShadowCam->SetPosition(mCamera->GetPosition());
|
---|
| 674 |
|
---|
| 675 | Vector3 upVec = CalcUpVec(mCamera->GetDirection(), dir);
|
---|
| 676 | Matrix4x4 lightView = MyLookAt(mShadowCam->GetPosition(), dir, upVec);
|
---|
| 677 |
|
---|
| 678 | mShadowCam->mViewOrientation = lightView;
|
---|
| 679 |
|
---|
[2931] | 680 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 681 |
|
---|
| 682 | glEnable(GL_LIGHTING);
|
---|
| 683 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
| 684 |
|
---|
| 685 | glPolygonOffset(1.0f, 2000.0f);
|
---|
| 686 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
[2932] | 687 |
|
---|
[2931] | 688 | glEnable(GL_DEPTH_TEST);
|
---|
| 689 |
|
---|
[2932] | 690 | Matrix4x4 lightProj;
|
---|
[2931] | 691 |
|
---|
| 692 | CalcLightProjection(lightProj);
|
---|
| 693 |
|
---|
| 694 | glMatrixMode(GL_PROJECTION);
|
---|
| 695 | glPushMatrix();
|
---|
| 696 | glLoadMatrixf((float *)lightProj.x);
|
---|
| 697 |
|
---|
| 698 | mLightProjView = lightView * lightProj;
|
---|
| 699 |
|
---|
[2932] | 700 | dummy = mLightProjView;
|
---|
| 701 |
|
---|
[2931] | 702 | DEL_PTR(lightPoly);
|
---|
| 703 | lightPoly = CreatePolyhedron(mLightProjView, mSceneBox);
|
---|
| 704 |
|
---|
| 705 | glMatrixMode(GL_MODELVIEW);
|
---|
| 706 | glPushMatrix();
|
---|
| 707 | glLoadIdentity();
|
---|
| 708 |
|
---|
[2932] | 709 | mShadowCam->SetupCameraView();
|
---|
| 710 |
|
---|
[2931] | 711 |
|
---|
| 712 | /////////////
|
---|
| 713 | //-- render scene into shadow map
|
---|
| 714 |
|
---|
| 715 | renderer->RenderScene();
|
---|
| 716 |
|
---|
| 717 |
|
---|
| 718 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
| 719 |
|
---|
| 720 | glPushAttrib(GL_CURRENT_BIT);
|
---|
| 721 | glDisable(GL_LIGHTING);
|
---|
| 722 | glDisable(GL_DEPTH_TEST);
|
---|
| 723 | glDepthMask(GL_FALSE);
|
---|
| 724 | glDisable(GL_CULL_FACE);
|
---|
| 725 |
|
---|
| 726 | Polyhedron *hpoly = CreatePolyhedron(projView, mSceneBox);
|
---|
| 727 | //Polyhedron *hpoly = CalcClippedFrustum(mSceneBox);
|
---|
| 728 |
|
---|
| 729 | DrawPoly(hpoly, Vector3(1, 1, 1));
|
---|
[2932] | 730 |
|
---|
[2931] | 731 | DEL_PTR(hpoly);
|
---|
| 732 |
|
---|
| 733 | glEnable(GL_CULL_FACE);
|
---|
| 734 |
|
---|
| 735 | glEnable(GL_DEPTH_TEST);
|
---|
| 736 | glDepthMask(GL_TRUE);
|
---|
| 737 | glPopAttrib();
|
---|
| 738 |
|
---|
| 739 | glMatrixMode(GL_MODELVIEW);
|
---|
| 740 | glPopMatrix();
|
---|
| 741 |
|
---|
| 742 | glMatrixMode(GL_PROJECTION);
|
---|
| 743 | glPopMatrix();
|
---|
| 744 |
|
---|
| 745 |
|
---|
| 746 | #if 0
|
---|
| 747 | float *data = new float[mSize * mSize];
|
---|
| 748 |
|
---|
| 749 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
| 750 | ExportDepthBuffer(data, mSize);
|
---|
| 751 |
|
---|
| 752 | delete [] data;
|
---|
| 753 |
|
---|
| 754 | PrintGLerror("shadow map");
|
---|
| 755 | #endif
|
---|
| 756 | FrameBufferObject::Release();
|
---|
| 757 | }
|
---|
| 758 |
|
---|
| 759 |
|
---|
| 760 |
|
---|
| 761 |
|
---|
[2891] | 762 | } // namespace
|
---|