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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6 | #include "Polygon3.h"
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7 | #include "Polyhedron.h"
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8 |
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9 | #include <IL/il.h>
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10 | #include <assert.h>
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11 |
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12 |
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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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20 | static Polyhedron *polyhedron = NULL;
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21 |
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22 |
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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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87 | ShadowMap::ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam):
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88 | mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
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89 | {
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90 | mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
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91 | // the diffuse color buffer
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92 | mFbo->AddColorBuffer(ColorBufferObject::BUFFER_UBYTE, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false);
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93 |
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94 | mShadowCam = new Camera(mSceneBox.Size().x * 0.5f, mSceneBox.Size().y * 0.5f);
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95 | mShadowCam->SetOrtho(true);
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96 | }
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97 |
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98 |
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99 | ShadowMap::~ShadowMap()
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100 | {
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101 | DEL_PTR(mFbo);
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102 | DEL_PTR(mShadowCam);
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103 | }
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104 |
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105 |
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106 | void ShadowMap::DrawPolys()
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107 | {
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108 | if (!polyhedron) return;
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109 |
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110 | cout << "here3" << endl;
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111 |
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112 | for (size_t i = 0; i < polyhedron->NumPolygons(); ++ i)
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113 | {
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114 | float r = (float)i / polyhedron->NumPolygons();
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115 | float g = 1;
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116 | float b = 1;
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117 |
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118 | glColor3f(r, g, b);
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119 |
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120 | glBegin(GL_LINE_LOOP);
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121 |
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122 | Polygon3 *poly = polyhedron->GetPolygons()[i];
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123 |
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124 | for (size_t j = 0; j < poly->mVertices.size(); ++ j)
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125 | {
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126 | Vector3 v = poly->mVertices[j];
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127 | glVertex3d(v.x, v.y, v.z);
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128 | }
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129 |
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130 | glEnd();
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131 | }
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132 | }
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133 |
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134 |
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135 | void ShadowMap::CalcFocussedFrustum(const Matrix4x4 &camProjView,
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136 | const Matrix4x4 &lightProjView,
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137 | Matrix4x4 &focussed)
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138 | {
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139 | ///////////////////
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140 | //-- First step: calc clipped frustum
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141 |
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142 | DEL_PTR(polyhedron);
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143 | polyhedron = mCamera->CalcClippedFrustum(mSceneBox);
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144 |
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145 | if (polyhedron)
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146 | {
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147 | // second step: focus light frustum on clipped frustum
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148 | Frustum lightFrustum(lightProjView);
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149 |
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150 | for (int i = 0; i < 6; ++ i)
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151 | {
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152 | // the clipping planes look outward the frustum,
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153 | // so distances > 0 mean that a point is outside
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154 | const float invLength = 1.0f / Magnitude(lightFrustum.mClipPlanes[i].mNormal);
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155 |
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156 | lightFrustum.mClipPlanes[i].mD *= invLength;
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157 | lightFrustum.mClipPlanes[i].mNormal *= invLength;
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158 | }
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159 |
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160 | //lightFrustum.EnclosePolyhedron(*polyhedron);
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161 | lightFrustum.ExtractTransformation(focussed);
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162 | }
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163 | }
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164 |
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165 |
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166 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer, const Matrix4x4 &projView)
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167 | {
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168 | const float xlen = Magnitude(mSceneBox.Diagonal() * 0.5f);
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169 | const float ylen = Magnitude(mSceneBox.Diagonal() * 0.5f);
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170 |
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171 | mShadowCam->SetDirection(mLight->GetDirection());
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172 |
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173 | // set position so that we can see the whole scene
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174 | Vector3 pos = mSceneBox.Center();
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175 |
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176 | Matrix4x4 camView;
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177 | mCamera->GetModelViewMatrix(camView);
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178 |
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179 | pos -= mLight->GetDirection() * Magnitude(mSceneBox.Diagonal() * 0.5f);
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180 | //mShadowCam->SetPosition(pos);
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181 |
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182 | mFbo->Bind();
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183 |
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184 | glDrawBuffers(1, mrt);
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185 |
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186 | glPushAttrib(GL_VIEWPORT_BIT);
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187 | glViewport(0, 0, mSize, mSize);
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188 |
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189 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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190 |
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191 | glDisable(GL_LIGHTING);
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192 | glDisable(GL_TEXTURE_2D);
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193 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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194 |
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195 | glPolygonOffset(1.0f, 2000.0f);
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196 | glEnable(GL_POLYGON_OFFSET_FILL);
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197 |
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198 | glShadeModel(GL_FLAT);
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199 | glEnable(GL_DEPTH_TEST);
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200 |
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201 | glMatrixMode(GL_PROJECTION);
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202 | glPushMatrix();
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203 | glLoadIdentity();
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204 |
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205 | // setup projection
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206 | glOrtho(+xlen, -xlen, +ylen, -ylen, 0.0f, Magnitude(mSceneBox.Diagonal()));
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207 |
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208 |
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209 | glMatrixMode(GL_MODELVIEW);
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210 | glPushMatrix();
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211 | glLoadIdentity();
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212 |
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213 | // setup shadow camera
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214 | mShadowCam->SetupCameraView();
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215 |
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216 |
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217 | //////////////
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218 | //-- compute texture matrix
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219 |
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220 | Matrix4x4 lightView, lightProj;
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221 |
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222 | mShadowCam->GetModelViewMatrix(lightView);
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223 | mShadowCam->GetProjectionMatrix(lightProj);
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224 |
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225 | Matrix4x4 oldLightProjView = lightView * lightProj;
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226 | Matrix4x4 newLightProj;
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227 |
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228 | CalcFocussedFrustum(projView, lightProj, newLightProj);
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229 | //CalcFocussedFrustum(projView, oldLightProjView, newLightProj);
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230 |
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231 | Matrix4x4 dummyMat;
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232 | glGetFloatv(GL_PROJECTION_MATRIX, (float *)dummyMat.x);
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233 |
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234 |
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235 | cout << "old:\n" << dummyMat << endl;
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236 |
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237 |
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238 | glMatrixMode(GL_PROJECTION);
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239 | glLoadMatrixf((float *)newLightProj.x);
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240 |
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241 | glMatrixMode(GL_MODELVIEW);
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242 | //glLoadIdentity();
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243 |
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244 | Matrix4x4 dummyMat3;
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245 | glGetFloatv(GL_PROJECTION_MATRIX, (float *)dummyMat3.x);
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246 |
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247 | cout << "new:\n" << newLightProj << endl;
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248 |
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249 | lightView = camView;
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250 | mLightProjView = lightView * newLightProj;
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251 | //mLightProjView = newLightProj;
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252 |
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253 | //cout << "old: \n" << oldLightProjView << " new: \n " << mLightProjView << endl;
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254 |
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255 |
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256 | static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
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257 | 0.0f, 0.5f, 0.0f, 0.5f,
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258 | 0.0f, 0.0f, 0.5f, 0.5f,
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259 | 0.0f, 0.0f, 0.0f, 1.0f);
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260 |
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261 | mTextureMatrix = mLightProjView * biasMatrix;
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262 | //mTextureMatrix = oldLightProjView * biasMatrix;
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263 |
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264 |
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265 |
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266 |
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267 | /////////////
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268 | //-- render scene into shadow map
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269 |
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270 | renderer->RenderScene();
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271 |
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272 |
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273 | glDisable(GL_POLYGON_OFFSET_FILL);
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274 | glMatrixMode(GL_MODELVIEW);
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275 | glPopMatrix();
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276 |
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277 | glMatrixMode(GL_PROJECTION);
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278 | glPopMatrix();
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279 |
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280 | glPopAttrib();
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281 | /*
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282 | float *data = new float[mSize * mSize];
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283 |
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284 | GrabDepthBuffer(data, mFbo->GetDepthTex());
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285 | ExportDepthBuffer(data, mSize);
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286 |
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287 | delete [] data;
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288 |
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289 | PrintGLerror("shadow map");
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290 | */
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291 | FrameBufferObject::Release();
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292 | }
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293 |
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294 |
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295 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
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296 | {
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297 | m = mTextureMatrix;
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298 | }
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299 |
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300 |
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301 | unsigned int ShadowMap::GetShadowTexture() const
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302 | {
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303 | return mFbo->GetDepthTex();
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304 | }
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305 |
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306 |
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307 | } // namespace
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