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 | 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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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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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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119 | ShadowMap::~ShadowMap()
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120 | {
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121 | DEL_PTR(mFbo);
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122 | DEL_PTR(mShadowCam);
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123 | }
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124 |
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125 |
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126 | void ShadowMap::DrawPolys()
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127 | {
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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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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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158 | {
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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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162 |
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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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165 |
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166 | for (it = vertices.begin(); it != it_end; ++ it)
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167 | {
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168 | Vector3 v = *it;
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169 |
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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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180 | {
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181 | Vector3 newpt = ray.Extrap(tNear);
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182 | frustumPoints.push_back(newpt);
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183 | }
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184 | }
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185 | }
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186 |
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187 |
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188 | float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
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189 | {
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190 | const float n = mCamera->GetNear();
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191 |
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192 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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193 |
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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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201 | Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightSpace,
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202 | const AxisAlignedBox3 &extremalPoints,
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203 | const VertexArray &body
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204 | )
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205 | {
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206 | AxisAlignedBox3 bounds_ls = GetExtremalPoints(lightSpace, body);
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207 | //return IdentityMatrix();
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208 |
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209 | ///////////////
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210 | //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
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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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213 | //const float n = 1e6f;
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214 | const float n = ComputeN(bounds_ls);
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215 |
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216 | cout << "n: " << n << endl;
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217 |
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218 | const Vector3 nearPt = GetNearCameraPointE(body);
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219 | const float dummy = 0;
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220 | //get the coordinates of the near camera point in light space
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221 | const Vector3 lsNear = lightSpace * nearPt;
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222 |
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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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224 | const Vector3 startPt = Vector3(lsNear.x, lsNear.y, bounds_ls.Max().z);
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225 |
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226 | cout << "mx: " << bounds_ls.Max() << endl;
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227 | cout << "mn: " << bounds_ls.Min() << endl;
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228 |
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229 | // the new projection center
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230 | Vector3 projCenter = startPt + Vector3::UNIT_Z() * n * 1000;
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231 |
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232 | cout <<"start: " << startPt << " " << projCenter << " " << Distance(lightSpace * mCamera->GetPosition(), startPt) << endl;
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233 |
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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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237 | // light space y size
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238 | const float d = fabs(bounds_ls.Max()[2] - bounds_ls.Min()[2])+dummy;
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239 |
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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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242 |
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243 | cout << "d: " << d << " dy: " << dy << " dx: " << dx << endl;
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244 |
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245 |
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246 |
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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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254 | //cout << "lispsm\n" << matLispSM << endl;
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255 |
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256 | // translate to the projection center
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257 | matLispSM = projectionCenter * matLispSM;
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258 |
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259 | //cout << "new\n" << matLispSM << endl;
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260 |
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261 | // transform into OpenGL right handed system
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262 | Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
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263 | matLispSM *= refl;
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264 |
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265 | return matLispSM;
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266 | }
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267 |
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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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273 |
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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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305 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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306 | {
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307 | VertexArray newPts;
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308 | polyhedron->CollectVertices(newPts);
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309 |
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310 | Vector3 nearest = Vector3::ZERO();
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311 | float minDist = 1e25f;
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312 |
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313 | const Vector3 camPos = mCamera->GetPosition();
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314 |
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315 | VertexArray::const_iterator it, it_end = newPts.end();
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316 |
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317 | for (it = newPts.begin(); it != it_end; ++ it)
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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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333 | #endif
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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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337 | //get the point in the LVS volume that is nearest to the camera
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338 | const Vector3 e = GetNearCameraPointE(pts);
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339 |
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340 | //construct edge to transform into light-space
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341 | const Vector3 b = e + mCamera->GetDirection();
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342 | //transform to light-space
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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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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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356 | //project the view direction into the shadow map plane
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357 | projDir.y = 0.0;
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358 |
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359 | return Normalize(projDir);
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360 | //return projDir;
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361 | }
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362 |
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363 |
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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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369 | DEL_PTR(polyhedron);
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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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387 | const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
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388 |
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389 | // we use directional lights, so the projection can be set to identity
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390 | lightProj = IdentityMatrix();
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391 |
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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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397 | transform2LispSM.x[2][1] = 1.0f; // z => y
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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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403 | const Vector3 projViewDir = GetProjViewDir(lightView * lightProj, frustumPoints);
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404 |
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405 |
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406 | cout << "projViewDir: " << projViewDir << " orig " << mCamera->GetDirection() << endl;
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407 |
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408 | //do Light Space Perspective shadow mapping
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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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411 | //look(from position, into the direction of the projected direction, with unchanged up-vector)
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412 | const Matrix4x4 frame = LookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
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413 |
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414 | cout << "frame\n " << frame << endl;
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415 | lightProj = lightProj * frame;
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416 |
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417 | cout << "here9\n" << lightProj << endl;
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418 |
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419 | const Matrix4x4 matLispSM =
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420 | CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
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421 |
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422 | Vector3 mydummy = projViewDir;//Vector3::UNIT_Z();
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423 | //cout << "transformed unit z vector: " << Normalize(lightView * lightProj * mydummy) << endl;
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424 | cout << "transformed unit z vector: " << Normalize(frame * mydummy) << endl;
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425 |
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426 | lightProj = lightProj * matLispSM;
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427 |
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428 | // change back to GL coordinate system
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429 | Matrix4x4 transformToGL = ZeroMatrix();
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430 |
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431 | transformToGL.x[0][0] = 1.0f;
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432 | transformToGL.x[1][2] = 1.0f; // z => y
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433 | transformToGL.x[2][1] = -1.0f; // y => -z
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434 | transformToGL.x[3][3] = 1.0f;
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435 |
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436 | lightProj = lightProj * transformToGL;
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437 | //cout << "here4 \n" << lightProj << endl;
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438 |
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439 | AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
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440 |
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441 | //cout << "ma2: " << lightPts.Max() << endl;
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442 | //cout << "mi2: " << lightPts.Min() << endl;
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443 |
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444 | // focus projection matrix on the extremal points => scale to unit cube
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445 | Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
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446 | lightProj *= scaleTranslate;
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447 |
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448 | cout << "max: " << lightProj * extremalPoints.Max() << endl;
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449 | cout << "min: " << lightProj * extremalPoints.Min() << endl;
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450 |
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451 | // we have to flip the signs in order to tranform to opengl right handed system
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452 | Matrix4x4 refl = ScaleMatrix(1, 1, -1);
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453 | lightProj *= refl;
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454 |
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455 | return true;
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456 | }
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457 |
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458 |
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459 | Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
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460 | {
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461 | Vector3 ftl, ftr, fbl, fbr;
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462 | Vector3 ntl, ntr, nbl, nbr;
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463 |
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464 | VertexArray sides[6];
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465 |
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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 |
|
---|
502 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer, const Matrix4x4 &projView)
|
---|
503 | {
|
---|
504 | const float xlen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
505 | const float ylen = Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
506 |
|
---|
507 | //const Vector3 dir = mLight->GetDirection();
|
---|
508 | const Vector3 dir(0, 0, -1);
|
---|
509 |
|
---|
510 | mShadowCam->SetDirection(dir);
|
---|
511 |
|
---|
512 | //cout << "lightdir: " << mShadowCam->GetDirection() << endl;
|
---|
513 |
|
---|
514 | // set position so that we can see the whole scene
|
---|
515 | Vector3 pos = mSceneBox.Center();
|
---|
516 |
|
---|
517 | //Matrix4x4 camView;
|
---|
518 | //mCamera->GetModelViewMatrix(camView);
|
---|
519 |
|
---|
520 | pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.1f);
|
---|
521 | mShadowCam->SetPosition(pos);
|
---|
522 |
|
---|
523 | mFbo->Bind();
|
---|
524 |
|
---|
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 |
|
---|
536 | glPolygonOffset(1.0f, 2000.0f);
|
---|
537 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
538 |
|
---|
539 | glShadeModel(GL_FLAT);
|
---|
540 | glEnable(GL_DEPTH_TEST);
|
---|
541 |
|
---|
542 | // setup projection
|
---|
543 | /*glMatrixMode(GL_PROJECTION);
|
---|
544 | glLoadIdentity();
|
---|
545 | glOrtho(+xlen, -xlen, +ylen, -ylen, 0.0f, Magnitude(mSceneBox.Diagonal()));
|
---|
546 |
|
---|
547 | Matrix4x4 dummyMat;
|
---|
548 | glGetFloatv(GL_PROJECTION_MATRIX, (float *)dummyMat.x);
|
---|
549 | cout << "old:\n" << dummyMat << endl;
|
---|
550 | */
|
---|
551 |
|
---|
552 | Matrix4x4 lightView, lightProj;
|
---|
553 |
|
---|
554 | mShadowCam->GetModelViewMatrix(lightView);
|
---|
555 | CalcLightProjection(lightProj);
|
---|
556 |
|
---|
557 | glMatrixMode(GL_PROJECTION);
|
---|
558 | glPushMatrix();
|
---|
559 | glLoadMatrixf((float *)lightProj.x);
|
---|
560 |
|
---|
561 | mLightProjView = lightView * lightProj;
|
---|
562 |
|
---|
563 | //cout << "new:\n" << lightProj << endl;
|
---|
564 |
|
---|
565 | glMatrixMode(GL_MODELVIEW);
|
---|
566 | glPushMatrix();
|
---|
567 | glLoadIdentity();
|
---|
568 |
|
---|
569 | mShadowCam->SetupCameraView();
|
---|
570 |
|
---|
571 |
|
---|
572 | //////////////
|
---|
573 | //-- compute texture matrix
|
---|
574 |
|
---|
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,
|
---|
578 | 0.0f, 0.0f, 0.0f, 1.0f);
|
---|
579 |
|
---|
580 | mTextureMatrix = mLightProjView * biasMatrix;
|
---|
581 |
|
---|
582 |
|
---|
583 |
|
---|
584 |
|
---|
585 | /////////////
|
---|
586 | //-- render scene into shadow map
|
---|
587 |
|
---|
588 | renderer->RenderScene();
|
---|
589 |
|
---|
590 |
|
---|
591 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
592 | glMatrixMode(GL_MODELVIEW);
|
---|
593 | glPopMatrix();
|
---|
594 |
|
---|
595 | glMatrixMode(GL_PROJECTION);
|
---|
596 | glPopMatrix();
|
---|
597 |
|
---|
598 | glPopAttrib();
|
---|
599 | #if 0
|
---|
600 | float *data = new float[mSize * mSize];
|
---|
601 |
|
---|
602 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
603 | ExportDepthBuffer(data, mSize);
|
---|
604 |
|
---|
605 | delete [] data;
|
---|
606 |
|
---|
607 | PrintGLerror("shadow map");
|
---|
608 | #endif
|
---|
609 | FrameBufferObject::Release();
|
---|
610 | }
|
---|
611 |
|
---|
612 |
|
---|
613 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
|
---|
614 | {
|
---|
615 | m = mTextureMatrix;
|
---|
616 | }
|
---|
617 |
|
---|
618 |
|
---|
619 | unsigned int ShadowMap::GetShadowTexture() const
|
---|
620 | {
|
---|
621 | return mFbo->GetDepthTex();
|
---|
622 | }
|
---|
623 |
|
---|
624 |
|
---|
625 |
|
---|
626 | } // namespace
|
---|