source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/ShadowMapping.cpp @ 3068

Revision 3068, 17.6 KB checked in by mattausch, 16 years ago (diff)

working on dynamic stuff again

Line 
1#include "ShadowMapping.h"
2#include "FrameBufferObject.h"
3#include "RenderState.h"
4#include "RenderTraverser.h"
5#include "Light.h"
6#include "Polygon3.h"
7#include "Polyhedron.h"
8#include "ResourceManager.h"
9
10#include <IL/il.h>
11#include <assert.h>
12
13
14using namespace std;
15
16
17namespace CHCDemoEngine
18{
19
20static Polyhedron *polyhedron = NULL;
21static Polyhedron *lightPoly = NULL;
22
23
24static void PrintGLerror(char *msg)
25{
26        GLenum errCode;
27        const GLubyte *errStr;
28       
29        if ((errCode = glGetError()) != GL_NO_ERROR)
30        {
31                errStr = gluErrorString(errCode);
32                fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
33        }
34}
35
36
37static Polyhedron *CreatePolyhedron(const Matrix4x4 &lightMatrix,
38                                                                        const AxisAlignedBox3 &sceneBox)
39{
40        Frustum frustum(lightMatrix);
41
42        vector<Plane3> clipPlanes;
43
44        for (int i = 0; i < 6; ++ i)
45        {
46                ////////////
47                //-- normalize the coefficients
48
49                // the clipping planes look outward the frustum,
50                // so distances > 0 mean that a point is outside
51                const float invLength = -1.0f / Magnitude(frustum.mClipPlanes[i].mNormal);
52
53                frustum.mClipPlanes[i].mD *= invLength;
54                frustum.mClipPlanes[i].mNormal *= invLength;
55        }
56
57        // first create near plane because of precision issues
58        clipPlanes.push_back(frustum.mClipPlanes[4]);
59
60        clipPlanes.push_back(frustum.mClipPlanes[0]);
61        clipPlanes.push_back(frustum.mClipPlanes[1]);
62        clipPlanes.push_back(frustum.mClipPlanes[2]);
63        clipPlanes.push_back(frustum.mClipPlanes[3]);
64        clipPlanes.push_back(frustum.mClipPlanes[5]);
65
66        return Polyhedron::CreatePolyhedron(clipPlanes, sceneBox);
67}
68
69
70static void GrabDepthBuffer(float *data, GLuint depthTexture)
71{
72        glEnable(GL_TEXTURE_2D);
73        glBindTexture(GL_TEXTURE_2D, depthTexture);
74
75        glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
76
77        glBindTexture(GL_TEXTURE_2D, 0);
78        glDisable(GL_TEXTURE_2D);
79}
80
81
82static void ExportDepthBuffer(float *data, int size)
83{
84        ilInit();
85        assert(ilGetError() == IL_NO_ERROR);
86
87        ILstring filename = ILstring("shadow.tga");
88        ilRegisterType(IL_FLOAT);
89
90        const int depth = 1;
91        const int bpp = 1;
92
93        if (!ilTexImage(size, size, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
94        {
95                cerr << "IL error " << ilGetError() << endl;
96       
97                ilShutDown();
98                assert(ilGetError() == IL_NO_ERROR);
99
100                return;
101        }
102
103        if (!ilSaveImage(filename))
104        {
105                cerr << "TGA write error " << ilGetError() << endl;
106        }
107
108        ilShutDown();
109        assert(ilGetError() == IL_NO_ERROR);
110
111        cout << "exported depth buffer" << endl;
112}
113
114
115
116static AxisAlignedBox3 GetExtremalPoints(const Matrix4x4 &m,
117                                                                                 const VertexArray &pts)
118{
119        AxisAlignedBox3 extremalPoints;
120        extremalPoints.Initialize();
121
122        VertexArray::const_iterator it, it_end = pts.end();
123               
124        for (it = pts.begin(); it != it_end; ++ it)
125        {
126                Vector3 pt = *it;
127                pt = m * pt;
128
129                extremalPoints.Include(pt);
130        }
131
132        return extremalPoints;
133}
134
135
136ShadowMap::ShadowMap(DirectionalLight *light,
137                                         int size,
138                                         const AxisAlignedBox3 &sceneBox,
139                                         PerspectiveCamera *cam):
140mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
141{
142        mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
143
144        // need a color buffer to keep driver happy
145        mFbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE,
146                                 ColorBufferObject::WRAP_CLAMP_TO_EDGE,
147                                                 ColorBufferObject::FILTER_NEAREST);
148
149        mShadowCam = new PerspectiveCamera(1);
150}
151
152
153ShadowMap::~ShadowMap()
154{
155        DEL_PTR(mFbo);
156        DEL_PTR(mShadowCam);
157
158        DEL_PTR(lightPoly);
159        DEL_PTR(polyhedron);
160}
161
162
163static void DrawPolyhedron(Polyhedron *poly, const Vector3 &color)
164{
165        if (!poly) return;
166
167        for (size_t i = 0; i < poly->NumPolygons(); ++ i)
168        {
169                glColor3f(color.x, color.y, color.z);
170
171                glBegin(GL_LINE_LOOP);
172
173                Polygon3 *p = poly->GetPolygons()[i];
174
175                for (size_t j = 0; j < p->mVertices.size(); ++ j)
176                {
177                        Vector3 v = p->mVertices[j];
178                        glVertex3d(v.x, v.y, v.z);
179                }
180
181                glEnd();
182        }
183}
184
185
186void ShadowMap::VisualizeFrustra()
187{
188        DrawPolyhedron(lightPoly, Vector3(1, 0, 1));
189        DrawPolyhedron(polyhedron, Vector3(0, 1, 0));
190}
191
192
193// z0 is the point that lies on the parallel plane to the near plane through e (A)
194//and on the near plane of the C frustum (the plane z = bZmax) and on the line x = e.x
195Vector3 ShadowMap::GetLightSpaceZ0(const Matrix4x4 &lightSpace,
196                                                                   const Vector3 &e,
197                                                                   const float maxZ,
198                                                                   const Vector3 &eyeDir) const
199{
200        // to calculate the parallel plane to the near plane through e we
201        // calculate the plane A with the three points
202        Plane3 planeA(e, eyeDir);
203
204        planeA.Transform(lightSpace);
205       
206        // get the parameters of A from the plane equation n dot d = 0
207        const float d = planeA.mD;
208        const Vector3 n = planeA.mNormal;
209       
210        // transform to light space
211        const Vector3 e_ls = lightSpace * e;
212
213        Vector3 z0;
214
215        z0.x = e_ls.x;
216        z0.y = (d - n.z * maxZ - n.x * e_ls.x) / n.y;
217        z0.z = maxZ;
218
219        return z0;
220        //return V3(e_ls.x(),(d-n.z()*b_lsZmax-n.x()*e_ls.x())/n.y(),b_lsZmax);
221}
222
223
224float ShadowMap::ComputeNOpt(const Matrix4x4 &lightSpace,
225                                                         const AxisAlignedBox3 &extremalPoints,
226                                                         const VertexArray &body) const
227{
228        const Vector3 nearPt = GetNearCameraPointE(body);
229        const Vector3 eyeDir = mCamera->GetDirection();
230
231        Matrix4x4 eyeView;
232        mCamera->GetModelViewMatrix(eyeView);
233
234        const Matrix4x4 invLightSpace = Invert(lightSpace);
235
236        const Vector3 z0_ls = GetLightSpaceZ0(lightSpace, nearPt, extremalPoints.Max().z, eyeDir);
237        const Vector3 z1_ls = Vector3(z0_ls.x, z0_ls.y, extremalPoints.Min().z);
238       
239        // transform back to world space
240        const Vector3 z0_ws = invLightSpace * z0_ls;
241        const Vector3 z1_ws = invLightSpace * z1_ls;
242
243        // transform to eye space
244        const Vector3 z0_es = eyeView * z0_ws;
245        const Vector3 z1_es = eyeView * z1_ws;
246
247        const float z0 = z0_es.z;
248        const float z1 = z1_es.z;
249
250        cout << "z0 ls: " << z0_ls << " z1 ls: " << z1_ls << endl;
251        cout << "z0: " << z0_es << " z1: " << z1_es << endl;
252
253        const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
254
255        const float n = d / (sqrt(z1 / z0) - 1.0f);
256
257        return n;
258}
259
260
261float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
262{
263        const float nearPlane = mCamera->GetNear();
264       
265        const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
266       
267        const float dotProd = DotProd(mCamera->GetDirection(), mShadowCam->GetDirection());
268        const float sinGamma = sin(fabs(acos(dotProd)));
269
270        // test for values close to zero
271        if (sinGamma < 1e-6f) return 1e6f;
272       
273        const float scale = 2.0f;
274        return scale * (nearPlane + sqrt(nearPlane * (nearPlane + d * sinGamma))) /  sinGamma;
275}
276
277
278Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightSpace,
279                                                                                 const AxisAlignedBox3 &extremalPoints,
280                                                                                 const VertexArray &body
281                                                                                 )
282{
283        AxisAlignedBox3 bounds_ls = GetExtremalPoints(lightSpace, body);
284
285        ///////////////
286        //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
287        //-- first find the free parameter values n, and P (the projection center), and the projection depth
288
289        const float n = ComputeN(bounds_ls);
290        //const float n = ComputeNOpt(lightSpace, extremalPoints, body); cout << "n: " << n << endl;
291
292        if (n >= 1e6f) // light direction nearly parallel to view => switch to uniform
293                return IdentityMatrix();
294
295        const Vector3 nearPt = GetNearCameraPointE(body);
296       
297        //get the coordinates of the near camera point in light space
298        const Vector3 lsNear = lightSpace * nearPt;
299
300        // the start point has the x and y coordinate of e, the z coord of the near plane of the light volume
301        const Vector3 startPt = Vector3(lsNear.x, lsNear.y, bounds_ls.Max().z);
302       
303        // the new projection center
304        const Vector3 projCenter = startPt + Vector3::UNIT_Z() * n;
305
306        //construct a translation that moves to the projection center
307        const Matrix4x4 projectionCenter = TranslationMatrix(-projCenter);
308
309        // light space y size
310        const float d = fabs(bounds_ls.Max()[2] - bounds_ls.Min()[2]);
311
312        const float dy = fabs(bounds_ls.Max()[1] - bounds_ls.Min()[1]);
313        const float dx = fabs(bounds_ls.Max()[0] - bounds_ls.Min()[0]);
314
315       
316
317        //////////
318        //-- now apply these values to construct the perspective lispsm matrix
319
320        Matrix4x4 matLispSM;
321       
322        matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n, n + d);
323
324        // translate to the projection center
325        matLispSM = projectionCenter * matLispSM;
326
327        // transform into OpenGL right handed system
328        Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
329        matLispSM *= refl;
330       
331        return matLispSM;
332}
333
334#if 0
335
336Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
337{
338        float maxDist = -1e25f;
339        Vector3 nearest = Vector3::ZERO();
340
341        Matrix4x4 eyeView;
342        mCamera->GetModelViewMatrix(eyeView);
343
344        VertexArray newPts;
345        polyhedron->CollectVertices(newPts);
346       
347        //the LVS volume is always in front of the camera
348        VertexArray::const_iterator it, it_end = pts.end();     
349
350        for (it = pts.begin(); it != it_end; ++ it)
351        {
352                Vector3 pt = *it;
353                Vector3 ptE = eyeView * pt;
354               
355                if (ptE.z > 0) cerr <<"should not happen " << ptE.z << endl;
356                else
357                if (ptE.z > maxDist)
358                {
359                        cout << " d " << ptE.z;
360       
361                        maxDist = ptE.z;
362                        nearest = pt;
363                }
364        }
365
366        //      return Invert(eyeView) * nearest;
367        return nearest;
368}
369
370#else
371
372Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
373{
374        VertexArray newPts;
375        polyhedron->CollectVertices(newPts);
376
377        Vector3 nearest = Vector3::ZERO();
378        float minDist = 1e25f;
379
380        const Vector3 camPos = mCamera->GetPosition();
381
382        VertexArray::const_iterator it, it_end = newPts.end();
383
384        for (it = newPts.begin(); it != it_end; ++ it)
385        {
386                Vector3 pt = *it;
387
388                const float dist = SqrDistance(pt, camPos);
389
390                if (dist < minDist)
391                {
392                        minDist = dist;
393                        nearest = pt;
394                }
395        }
396
397        return nearest;
398}
399
400#endif
401
402Vector3 ShadowMap::GetProjViewDir(const Matrix4x4 &lightSpace,
403                                                                  const VertexArray &pts) const
404{
405        //get the point in the LVS volume that is nearest to the camera
406        const Vector3 e = GetNearCameraPointE(pts);
407
408        //construct edge to transform into light-space
409        const Vector3 b = e + mCamera->GetDirection();
410        //transform to light-space
411        const Vector3 e_lp = lightSpace * e;
412        const Vector3 b_lp = lightSpace * b;
413
414        Vector3 projDir(b_lp - e_lp);
415
416        //project the view direction into the shadow map plane
417        projDir.y = .0f;
418
419        return Normalize(projDir);
420}
421
422
423bool ShadowMap::CalcLightProjection(Matrix4x4 &lightProj)
424{
425        ///////////////////
426        //-- First step: calc frustum clipped by scene box
427
428        DEL_PTR(polyhedron);
429        polyhedron = CalcClippedFrustum(mSceneBox);
430
431        if (!polyhedron) return false; // something is wrong
432
433        // include the part of the light volume that "sees" the frustum
434        // we only require frustum vertices
435
436        VertexArray frustumPoints;
437        IncludeLightVolume(*polyhedron, frustumPoints, mLight->GetDirection(), mSceneBox);
438
439
440        ///////////////
441        //-- transform points from world view to light view and calculate extremal points
442
443        Matrix4x4 lightView;
444        mShadowCam->GetModelViewMatrix(lightView);
445
446        const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
447
448        // we use directional lights, so the projection can be set to identity
449        lightProj = IdentityMatrix();
450
451        // switch coordinate system to that used in the lispsm algorithm for calculations
452        Matrix4x4 transform2LispSM = ZeroMatrix();
453
454        transform2LispSM.x[0][0] =  1.0f;
455        transform2LispSM.x[1][2] =  -1.0f; // y => -z
456        transform2LispSM.x[2][1] =  1.0f; // z => y
457        transform2LispSM.x[3][3] =  1.0f;
458
459
460        //switch to the lightspace used in the article
461        lightProj *= transform2LispSM;
462
463        const Vector3 projViewDir = GetProjViewDir(lightView * lightProj, frustumPoints);
464
465        //do DirectionalLight Space Perspective shadow mapping
466        //rotate the lightspace so that the projected light view always points upwards
467        //calculate a frame matrix that uses the projViewDir[lightspace] as up vector
468        //look(from position, into the direction of the projected direction, with unchanged up-vector)
469        //const Matrix4x4 frame = MyLookAt2(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
470        const Matrix4x4 frame = LookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
471
472        lightProj *= frame;
473
474        const Matrix4x4 matLispSM =
475                CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
476
477        lightProj *= matLispSM;
478
479        // change back to GL coordinate system
480        Matrix4x4 transformToGL = ZeroMatrix();
481       
482        transformToGL.x[0][0] =   1.0f;
483        transformToGL.x[1][2] =   1.0f; // z => y
484        transformToGL.x[2][1] =  -1.0f; // y => -z
485        transformToGL.x[3][3] =   1.0f;
486
487        lightProj *= transformToGL;
488
489        AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
490
491        // focus projection matrix on the extremal points => scale to unit cube
492        Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
493
494        lightProj = lightProj * scaleTranslate;
495
496        Matrix4x4 mymat = lightView * lightProj;
497
498        AxisAlignedBox3 lightPtsNew = GetExtremalPoints(mymat, frustumPoints);
499
500        // we have to flip the signs in order to tranform to opengl right handed system
501        Matrix4x4 refl = ScaleMatrix(1, 1, -1);
502        lightProj *= refl;
503       
504        return true;
505}
506
507
508Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
509{
510        Polyhedron *p = mCamera->ComputeFrustum();
511       
512        Polyhedron *clippedPolyhedron = box.CalcIntersection(*p);
513        DEL_PTR(p);
514       
515        return clippedPolyhedron;
516}
517
518
519//calculates the up vector for the light coordinate frame
520static Vector3 CalcUpVec(const Vector3 viewDir, const Vector3 lightDir)
521{
522        //we do what gluLookAt does...
523        //left is the normalized vector perpendicular to lightDir and viewDir
524        //this means left is the normalvector of the yz-plane from the paper
525        Vector3 left = CrossProd(lightDir, viewDir);
526       
527        //we now can calculate the rotated(in the yz-plane) viewDir vector
528        //and use it as up vector in further transformations
529        Vector3 up = CrossProd(left, lightDir);
530
531        return Normalize(up);
532}
533
534
535void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
536{
537        m = mTextureMatrix;
538}
539
540 
541unsigned int ShadowMap::GetDepthTexture() const
542{
543        return mFbo->GetDepthTex();
544}
545
546
547unsigned int ShadowMap::GetShadowColorTexture() const
548{
549        return mFbo->GetColorBuffer(0)->GetTexture();
550       
551}
552
553
554void ShadowMap::IncludeLightVolume(const Polyhedron &polyhedron,
555                                                                   VertexArray &frustumPoints,
556                                                                   const Vector3 lightDir,
557                                                                   const AxisAlignedBox3 &sceneBox
558                                                                   )
559{
560        // we don't need closed form anymore => just store vertices
561        VertexArray vertices;
562        polyhedron.CollectVertices(vertices);
563
564        // we 'look' at each point and intect rays with the scene bounding box
565        VertexArray::const_iterator it, it_end = vertices.end();
566
567        for (it = vertices.begin(); it != it_end; ++ it)
568        {
569                Vector3 v  = *it;
570
571                frustumPoints.push_back(v);
572                // hack: start at point which is guaranteed to be outside of box
573                v -= Magnitude(mSceneBox.Diagonal()) * lightDir;
574
575                SimpleRay ray(v, lightDir);
576
577                float tNear, tFar;
578
579                if (sceneBox.Intersects(ray, tNear, tFar))
580                {
581                        Vector3 newpt = ray.Extrap(tNear);
582                        frustumPoints.push_back(newpt);                 
583                }
584        }
585}
586
587
588void ShadowMap::ComputeShadowMap(RenderTraverser *renderer,
589                                                                 const Matrix4x4 &projView)
590{
591        mFbo->Bind();
592       
593        glDrawBuffers(1, mrt);
594
595        glPushAttrib(GL_VIEWPORT_BIT);
596        glViewport(0, 0, mSize, mSize);
597
598        // turn off colors + lighting (should be handled by the render state)
599        glShadeModel(GL_FLAT);
600
601
602        /////////////
603        //-- render scene into shadow map
604
605        _Render(renderer);
606
607        glPopAttrib();
608        glShadeModel(GL_SMOOTH);
609
610#if 0
611        float *data = new float[mSize * mSize];
612
613        GrabDepthBuffer(data, mFbo->GetDepthTex());
614        ExportDepthBuffer(data, mSize);
615
616        delete [] data;
617       
618        PrintGLerror("shadow map");
619#endif
620       
621
622        //////////////
623        //-- compute texture matrix
624
625        static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
626                                                                0.0f, 0.5f, 0.0f, 0.5f,
627                                                                0.0f, 0.0f, 0.5f, 0.5f,
628                                                                0.0f, 0.0f, 0.0f, 1.0f);
629
630        mTextureMatrix = mLightProjView * biasMatrix;
631
632        FrameBufferObject::Release();
633}
634
635
636void ShadowMap::RenderShadowView(RenderTraverser *renderer,
637                                                                 const Matrix4x4 &projView)
638{
639        glEnable(GL_LIGHTING);
640       
641        _Render(renderer);
642       
643        /*glDisable(GL_LIGHTING);
644        glDisable(GL_DEPTH_TEST);
645
646        Polyhedron *hpoly = CreatePolyhedron(projView, mSceneBox);
647        DrawPoly(hpoly, Vector3(1, 1, 1));
648        DEL_PTR(hpoly);
649
650        glEnable(GL_LIGHTING);
651        glEnable(GL_DEPTH_TEST);*/
652
653        glDisable(GL_POLYGON_OFFSET_FILL);
654}
655
656
657void ShadowMap::_Render(RenderTraverser *renderer)
658{
659        const Vector3 dir = mLight->GetDirection();
660
661        mShadowCam->SetDirection(dir);
662
663        // set position so that we can see the whole scene
664        Vector3 pos = mSceneBox.Center();
665        pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.5f);
666
667        mShadowCam->SetPosition(mCamera->GetPosition());
668
669        const Vector3 upVec = CalcUpVec(mCamera->GetDirection(), dir);
670        const Matrix4x4 lightView = LookAt(mShadowCam->GetPosition(), dir, upVec);
671
672        mShadowCam->mViewOrientation = lightView;
673
674        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
675
676        glPolygonOffset(5.0f, 100.0f);
677        glEnable(GL_POLYGON_OFFSET_FILL);
678       
679        Matrix4x4 lightProj;
680        CalcLightProjection(lightProj);
681
682        mLightProjView = lightView * lightProj;
683
684        DEL_PTR(lightPoly);
685        lightPoly = CreatePolyhedron(mLightProjView, mSceneBox);
686
687        glMatrixMode(GL_PROJECTION);
688        glPushMatrix();
689
690        glMatrixMode(GL_MODELVIEW);
691        glPushMatrix();
692       
693        // set projection matrix manually
694        mShadowCam->mProjection = lightProj;
695       
696        // load gl view projection
697        mShadowCam->SetupViewProjection();
698
699       
700        /////////////
701        //-- render scene into shadow map
702
703        renderer->RenderScene();
704
705
706        glMatrixMode(GL_PROJECTION);
707        glPopMatrix();
708
709        glMatrixMode(GL_MODELVIEW);
710        glPopMatrix();
711
712        glDisable(GL_POLYGON_OFFSET_FILL);
713}
714
715
716} // namespace
Note: See TracBrowser for help on using the repository browser.