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 | #include "ResourceManager.h"
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9 | #include "Camera.h"
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10 |
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11 | #include <IL/il.h>
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12 | #include <assert.h>
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13 |
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14 |
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15 | using namespace std;
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16 |
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17 |
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18 | namespace CHCDemoEngine
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19 | {
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20 |
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21 | static Polyhedron *polyhedron = NULL;
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22 | static Polyhedron *lightPoly = NULL;
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23 |
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24 |
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25 | static void PrintGLerror(char *msg)
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26 | {
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27 | GLenum errCode;
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28 | const GLubyte *errStr;
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29 |
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30 | if ((errCode = glGetError()) != GL_NO_ERROR)
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31 | {
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32 | errStr = gluErrorString(errCode);
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33 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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34 | }
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35 | }
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36 |
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37 |
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38 | static Polyhedron *CreatePolyhedron(const Matrix4x4 &lightMatrix,
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39 | const AxisAlignedBox3 &sceneBox)
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40 | {
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41 | Frustum frustum(lightMatrix);
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42 |
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43 | vector<Plane3> clipPlanes;
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44 |
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45 | for (int i = 0; i < 6; ++ i)
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46 | {
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47 | ////////////
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48 | //-- normalize the coefficients
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49 |
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50 | // the clipping planes look outward the frustum,
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51 | // so distances > 0 mean that a point is outside
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52 | const float invLength = -1.0f / Magnitude(frustum.mClipPlanes[i].mNormal);
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53 |
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54 | frustum.mClipPlanes[i].mD *= invLength;
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55 | frustum.mClipPlanes[i].mNormal *= invLength;
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56 | }
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57 |
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58 | // first create near plane because of precision issues
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59 | clipPlanes.push_back(frustum.mClipPlanes[4]);
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60 |
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61 | clipPlanes.push_back(frustum.mClipPlanes[0]);
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62 | clipPlanes.push_back(frustum.mClipPlanes[1]);
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63 | clipPlanes.push_back(frustum.mClipPlanes[2]);
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64 | clipPlanes.push_back(frustum.mClipPlanes[3]);
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65 | clipPlanes.push_back(frustum.mClipPlanes[5]);
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66 |
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67 | return Polyhedron::CreatePolyhedron(clipPlanes, sceneBox);
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68 | }
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69 |
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70 |
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71 | static void GrabDepthBuffer(float *data, GLuint depthTexture)
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72 | {
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73 | glEnable(GL_TEXTURE_2D);
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74 | glBindTexture(GL_TEXTURE_2D, depthTexture);
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75 |
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76 | glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, data);
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77 |
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78 | glBindTexture(GL_TEXTURE_2D, 0);
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79 | glDisable(GL_TEXTURE_2D);
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80 | }
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81 |
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82 |
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83 | static void ExportDepthBuffer(float *data, int size)
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84 | {
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85 | ilInit();
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86 | assert(ilGetError() == IL_NO_ERROR);
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87 |
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88 | ILstring filename = ILstring("shadow.tga");
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89 | ilRegisterType(IL_FLOAT);
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90 |
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91 | const int depth = 1;
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92 | const int bpp = 1;
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93 |
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94 | if (!ilTexImage(size, size, depth, bpp, IL_LUMINANCE, IL_FLOAT, data))
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95 | {
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96 | cerr << "IL error " << ilGetError() << endl;
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97 |
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98 | ilShutDown();
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99 | assert(ilGetError() == IL_NO_ERROR);
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100 |
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101 | return;
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102 | }
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103 |
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104 | ilEnable(IL_FILE_OVERWRITE);
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105 | if (!ilSaveImage(filename))
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106 | {
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107 | cerr << "TGA write error " << ilGetError() << endl;
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108 | }
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109 |
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110 | ilShutDown();
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111 | assert(ilGetError() == IL_NO_ERROR);
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112 |
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113 | cout << "exported depth buffer" << endl;
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114 | }
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115 |
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116 |
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117 |
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118 | static AxisAlignedBox3 GetExtremalPoints(const Matrix4x4 &m,
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119 | const VertexArray &pts)
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120 | {
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121 | AxisAlignedBox3 extremalPoints;
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122 | extremalPoints.Initialize();
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123 |
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124 | VertexArray::const_iterator it, it_end = pts.end();
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125 |
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126 | for (it = pts.begin(); it != it_end; ++ it)
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127 | {
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128 | Vector3 pt = *it;
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129 | pt = m * pt;
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130 |
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131 | extremalPoints.Include(pt);
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132 | }
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133 |
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134 | return extremalPoints;
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135 | }
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136 |
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137 |
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138 | ShadowMap::ShadowMap(DirectionalLight *light,
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139 | int size,
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140 | const AxisAlignedBox3 &sceneBox,
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141 | PerspectiveCamera *cam):
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142 | mSceneBox(sceneBox), mSize(size), mCamera(cam), mLight(light)
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143 | {
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144 | mFbo = new FrameBufferObject(size, size, FrameBufferObject::DEPTH_32, true);
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145 |
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146 | // need a color buffer to keep driver happy
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147 | mFbo->AddColorBuffer(ColorBufferObject::RGB_UBYTE,
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148 | ColorBufferObject::WRAP_CLAMP_TO_EDGE,
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149 | ColorBufferObject::FILTER_NEAREST);
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150 |
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151 | mShadowCam = new PerspectiveCamera(1);
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152 | }
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153 |
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154 |
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155 | ShadowMap::~ShadowMap()
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156 | {
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157 | DEL_PTR(mFbo);
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158 | DEL_PTR(mShadowCam);
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159 |
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160 | DEL_PTR(lightPoly);
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161 | DEL_PTR(polyhedron);
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162 | }
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163 |
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164 |
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165 | static void DrawPolyhedron(Polyhedron *poly, const Vector3 &color)
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166 | {
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167 | if (!poly) return;
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168 |
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169 | for (size_t i = 0; i < poly->NumPolygons(); ++ i)
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170 | {
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171 | glColor3f(color.x, color.y, color.z);
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172 |
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173 | glBegin(GL_LINE_LOOP);
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174 |
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175 | Polygon3 *p = poly->GetPolygons()[i];
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176 |
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177 | for (size_t j = 0; j < p->mVertices.size(); ++ j)
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178 | {
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179 | Vector3 v = p->mVertices[j];
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180 | glVertex3d(v.x, v.y, v.z);
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181 | }
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182 |
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183 | glEnd();
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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 | void ShadowMap::VisualizeFrustra()
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189 | {
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190 | DrawPolyhedron(lightPoly, Vector3(1, 0, 1));
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191 | DrawPolyhedron(polyhedron, Vector3(0, 1, 0));
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192 | }
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193 |
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194 |
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195 | // z0 is the point that lies on the parallel plane to the near plane through e (A)
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196 | //and on the near plane of the C frustum (the plane z = bZmax) and on the line x = e.x
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197 | Vector3 ShadowMap::GetLightSpaceZ0(const Matrix4x4 &lightSpace,
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198 | const Vector3 &e,
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199 | const float maxZ,
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200 | const Vector3 &eyeDir) const
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201 | {
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202 | // to calculate the parallel plane to the near plane through e we
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203 | // calculate the plane A with the three points
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204 | Plane3 planeA(e, eyeDir);
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205 |
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206 | planeA.Transform(lightSpace);
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207 |
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208 | // get the parameters of A from the plane equation n dot d = 0
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209 | const float d = planeA.mD;
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210 | const Vector3 n = planeA.mNormal;
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211 |
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212 | // transform to light space
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213 | const Vector3 e_ls = lightSpace * e;
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214 |
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215 | Vector3 z0;
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216 |
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217 | z0.x = e_ls.x;
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218 | z0.y = (d - n.z * maxZ - n.x * e_ls.x) / n.y;
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219 | z0.z = maxZ;
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220 |
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221 | return z0;
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222 | //return V3(e_ls.x(),(d-n.z()*b_lsZmax-n.x()*e_ls.x())/n.y(),b_lsZmax);
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223 | }
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224 |
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225 |
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226 | float ShadowMap::ComputeNOpt(const Matrix4x4 &lightSpace,
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227 | const AxisAlignedBox3 &extremalPoints,
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228 | const VertexArray &body) const
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229 | {
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230 | const Vector3 nearPt = GetNearCameraPointE(body);
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231 | const Vector3 eyeDir = mCamera->GetDirection();
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232 |
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233 | Matrix4x4 eyeView;
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234 | mCamera->GetModelViewMatrix(eyeView);
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235 |
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236 | const Matrix4x4 invLightSpace = Invert(lightSpace);
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237 |
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238 | const Vector3 z0_ls = GetLightSpaceZ0(lightSpace, nearPt, extremalPoints.Max().z, eyeDir);
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239 | const Vector3 z1_ls = Vector3(z0_ls.x, z0_ls.y, extremalPoints.Min().z);
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240 |
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241 | // transform back to world space
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242 | const Vector3 z0_ws = invLightSpace * z0_ls;
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243 | const Vector3 z1_ws = invLightSpace * z1_ls;
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244 |
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245 | // transform to eye space
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246 | const Vector3 z0_es = eyeView * z0_ws;
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247 | const Vector3 z1_es = eyeView * z1_ws;
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248 |
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249 | const float z0 = z0_es.z;
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250 | const float z1 = z1_es.z;
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251 |
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252 | cout << "z0 ls: " << z0_ls << " z1 ls: " << z1_ls << endl;
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253 | cout << "z0: " << z0_es << " z1: " << z1_es << endl;
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254 |
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255 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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256 |
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257 | const float n = d / (sqrt(z1 / z0) - 1.0f);
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258 |
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259 | return n;
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260 | }
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261 |
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262 |
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263 | float ShadowMap::ComputeN(const AxisAlignedBox3 &extremalPoints) const
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264 | {
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265 | const float nearPlane = mCamera->GetNear();
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266 |
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267 | const float d = fabs(extremalPoints.Max()[2] - extremalPoints.Min()[2]);
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268 |
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269 | const float dotProd = DotProd(mCamera->GetDirection(), mShadowCam->GetDirection());
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270 | const float sinGamma = sin(fabs(acos(dotProd)));
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271 |
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272 | // test for values close to zero
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273 | if (sinGamma < 1e-6f) return 1e6f;
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274 |
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275 | const float scale = 2.0f;
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276 | return scale * (nearPlane + sqrt(nearPlane * (nearPlane + d * sinGamma))) / sinGamma;
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277 | }
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278 |
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279 |
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280 | Matrix4x4 ShadowMap::CalcLispSMTransform(const Matrix4x4 &lightSpace,
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281 | const AxisAlignedBox3 &extremalPoints,
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282 | const VertexArray &body
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283 | )
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284 | {
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285 | AxisAlignedBox3 bounds_ls = GetExtremalPoints(lightSpace, body);
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286 |
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287 | ///////////////
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288 | //-- We apply the lispsm algorithm in order to calculate an optimal light projection matrix
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289 | //-- first find the free parameter values n, and P (the projection center), and the projection depth
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290 |
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291 | const float n = ComputeN(bounds_ls);
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292 | //const float n = ComputeNOpt(lightSpace, extremalPoints, body); cout << "n: " << n << endl;
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293 |
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294 | if (n >= 1e6f) // light direction nearly parallel to view => switch to uniform
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295 | return IdentityMatrix();
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296 |
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297 | const Vector3 nearPt = GetNearCameraPointE(body);
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298 |
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299 | //get the coordinates of the near camera point in light space
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300 | const Vector3 lsNear = lightSpace * nearPt;
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301 |
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302 | // the start point has the x and y coordinate of e, the z coord of the near plane of the light volume
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303 | const Vector3 startPt = Vector3(lsNear.x, lsNear.y, bounds_ls.Max().z);
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304 |
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305 | // the new projection center
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306 | const Vector3 projCenter = startPt + Vector3::UNIT_Z() * n;
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307 |
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308 | //construct a translation that moves to the projection center
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309 | const Matrix4x4 projectionCenter = TranslationMatrix(-projCenter);
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310 |
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311 | // light space y size
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312 | const float d = fabs(bounds_ls.Max()[2] - bounds_ls.Min()[2]);
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313 |
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314 | const float dy = fabs(bounds_ls.Max()[1] - bounds_ls.Min()[1]);
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315 | const float dx = fabs(bounds_ls.Max()[0] - bounds_ls.Min()[0]);
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316 |
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317 |
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318 |
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319 | //////////
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320 | //-- now apply these values to construct the perspective lispsm matrix
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321 |
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322 | Matrix4x4 matLispSM;
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323 |
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324 | matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n, n + d);
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325 |
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326 | // translate to the projection center
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327 | matLispSM = projectionCenter * matLispSM;
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328 |
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329 | // transform into OpenGL right handed system
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330 | Matrix4x4 refl = ScaleMatrix(1.0f, 1.0f, -1.0f);
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331 | matLispSM *= refl;
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332 |
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333 | return matLispSM;
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334 | }
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335 |
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336 | #if 0
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337 |
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338 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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339 | {
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340 | float maxDist = -1e25f;
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341 | Vector3 nearest = Vector3::ZERO();
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342 |
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343 | Matrix4x4 eyeView;
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344 | mCamera->GetModelViewMatrix(eyeView);
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345 |
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346 | VertexArray newPts;
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347 | polyhedron->CollectVertices(newPts);
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348 |
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349 | //the LVS volume is always in front of the camera
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350 | VertexArray::const_iterator it, it_end = pts.end();
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351 |
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352 | for (it = pts.begin(); it != it_end; ++ it)
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353 | {
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354 | Vector3 pt = *it;
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355 | Vector3 ptE = eyeView * pt;
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356 |
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357 | if (ptE.z > 0) cerr <<"should not happen " << ptE.z << endl;
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358 | else
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359 | if (ptE.z > maxDist)
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360 | {
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361 | cout << " d " << ptE.z;
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362 |
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363 | maxDist = ptE.z;
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364 | nearest = pt;
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365 | }
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366 | }
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367 |
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368 | // return Invert(eyeView) * nearest;
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369 | return nearest;
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370 | }
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371 |
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372 | #else
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373 |
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374 | Vector3 ShadowMap::GetNearCameraPointE(const VertexArray &pts) const
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375 | {
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376 | VertexArray newPts;
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377 | polyhedron->CollectVertices(newPts);
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378 |
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379 | Vector3 nearest = Vector3::ZERO();
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380 | float minDist = 1e25f;
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381 |
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382 | const Vector3 camPos = mCamera->GetPosition();
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383 |
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384 | VertexArray::const_iterator it, it_end = newPts.end();
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385 |
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386 | for (it = newPts.begin(); it != it_end; ++ it)
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387 | {
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388 | Vector3 pt = *it;
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389 |
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390 | const float dist = SqrDistance(pt, camPos);
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391 |
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392 | if (dist < minDist)
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393 | {
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394 | minDist = dist;
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395 | nearest = pt;
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396 | }
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397 | }
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398 |
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399 | return nearest;
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400 | }
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401 |
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402 | #endif
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403 |
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404 | Vector3 ShadowMap::GetProjViewDir(const Matrix4x4 &lightSpace,
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405 | const VertexArray &pts) const
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406 | {
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407 | //get the point in the LVS volume that is nearest to the camera
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408 | const Vector3 e = GetNearCameraPointE(pts);
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409 |
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410 | //construct edge to transform into light-space
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411 | const Vector3 b = e + mCamera->GetDirection();
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412 | //transform to light-space
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413 | const Vector3 e_lp = lightSpace * e;
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414 | const Vector3 b_lp = lightSpace * b;
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415 |
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416 | Vector3 projDir(b_lp - e_lp);
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417 |
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418 | //project the view direction into the shadow map plane
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419 | projDir.y = .0f;
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420 |
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421 | return Normalize(projDir);
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422 | }
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423 |
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424 |
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425 | bool ShadowMap::CalcLightProjection(Matrix4x4 &lightProj)
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426 | {
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427 | ///////////////////
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428 | //-- First step: calc frustum clipped by scene box
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429 |
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430 | DEL_PTR(polyhedron);
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431 | polyhedron = CalcClippedFrustum(mSceneBox);
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432 |
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433 | if (!polyhedron) return false; // something is wrong
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434 |
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435 | // include the part of the light volume that "sees" the frustum
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436 | // we only require frustum vertices
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437 |
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438 | VertexArray frustumPoints;
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439 | IncludeLightVolume(*polyhedron, frustumPoints, mLight->GetDirection(), mSceneBox);
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440 |
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441 |
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442 | ///////////////
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443 | //-- transform points from world view to light view and calculate extremal points
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444 |
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445 | Matrix4x4 lightView;
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446 | mShadowCam->GetModelViewMatrix(lightView);
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447 |
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448 | const AxisAlignedBox3 extremalPoints = GetExtremalPoints(lightView, frustumPoints);
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449 |
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450 | // we use directional lights, so the projection can be set to identity
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451 | lightProj = IdentityMatrix();
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452 |
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453 | // switch coordinate system to that used in the lispsm algorithm for calculations
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454 | Matrix4x4 transform2LispSM = ZeroMatrix();
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455 |
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456 | transform2LispSM.x[0][0] = 1.0f;
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457 | transform2LispSM.x[1][2] = -1.0f; // y => -z
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458 | transform2LispSM.x[2][1] = 1.0f; // z => y
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459 | transform2LispSM.x[3][3] = 1.0f;
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460 |
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461 |
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462 | //switch to the lightspace used in the article
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463 | lightProj *= transform2LispSM;
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464 |
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465 | const Vector3 projViewDir = GetProjViewDir(lightView * lightProj, frustumPoints);
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466 |
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467 | //do DirectionalLight Space Perspective shadow mapping
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468 | //rotate the lightspace so that the projected light view always points upwards
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469 | //calculate a frame matrix that uses the projViewDir[lightspace] as up vector
|
---|
470 | //look(from position, into the direction of the projected direction, with unchanged up-vector)
|
---|
471 | //const Matrix4x4 frame = MyLookAt2(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
|
---|
472 | const Matrix4x4 frame = LookAt(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());
|
---|
473 |
|
---|
474 | lightProj *= frame;
|
---|
475 |
|
---|
476 | const Matrix4x4 matLispSM =
|
---|
477 | CalcLispSMTransform(lightView * lightProj, extremalPoints, frustumPoints);
|
---|
478 |
|
---|
479 | lightProj *= matLispSM;
|
---|
480 |
|
---|
481 | // change back to GL coordinate system
|
---|
482 | Matrix4x4 transformToGL = ZeroMatrix();
|
---|
483 |
|
---|
484 | transformToGL.x[0][0] = 1.0f;
|
---|
485 | transformToGL.x[1][2] = 1.0f; // z => y
|
---|
486 | transformToGL.x[2][1] = -1.0f; // y => -z
|
---|
487 | transformToGL.x[3][3] = 1.0f;
|
---|
488 |
|
---|
489 | lightProj *= transformToGL;
|
---|
490 |
|
---|
491 | AxisAlignedBox3 lightPts = GetExtremalPoints(lightView * lightProj, frustumPoints);
|
---|
492 |
|
---|
493 | // focus projection matrix on the extremal points => scale to unit cube
|
---|
494 | Matrix4x4 scaleTranslate = GetFittingProjectionMatrix(lightPts);
|
---|
495 |
|
---|
496 | lightProj = lightProj * scaleTranslate;
|
---|
497 |
|
---|
498 | Matrix4x4 mymat = lightView * lightProj;
|
---|
499 |
|
---|
500 | AxisAlignedBox3 lightPtsNew = GetExtremalPoints(mymat, frustumPoints);
|
---|
501 |
|
---|
502 | // we have to flip the signs in order to tranform to opengl right handed system
|
---|
503 | Matrix4x4 refl = ScaleMatrix(1, 1, -1);
|
---|
504 | lightProj *= refl;
|
---|
505 |
|
---|
506 | return true;
|
---|
507 | }
|
---|
508 |
|
---|
509 |
|
---|
510 | Polyhedron *ShadowMap::CalcClippedFrustum(const AxisAlignedBox3 &box) const
|
---|
511 | {
|
---|
512 | Polyhedron *p = mCamera->ComputeFrustum();
|
---|
513 |
|
---|
514 | Polyhedron *clippedPolyhedron = box.CalcIntersection(*p);
|
---|
515 | DEL_PTR(p);
|
---|
516 |
|
---|
517 | return clippedPolyhedron;
|
---|
518 | }
|
---|
519 |
|
---|
520 |
|
---|
521 | //calculates the up vector for the light coordinate frame
|
---|
522 | static Vector3 CalcUpVec(const Vector3 viewDir, const Vector3 lightDir)
|
---|
523 | {
|
---|
524 | //we do what gluLookAt does...
|
---|
525 | //left is the normalized vector perpendicular to lightDir and viewDir
|
---|
526 | //this means left is the normalvector of the yz-plane from the paper
|
---|
527 | Vector3 left = CrossProd(lightDir, viewDir);
|
---|
528 |
|
---|
529 | //we now can calculate the rotated(in the yz-plane) viewDir vector
|
---|
530 | //and use it as up vector in further transformations
|
---|
531 | Vector3 up = CrossProd(left, lightDir);
|
---|
532 |
|
---|
533 | return Normalize(up);
|
---|
534 | }
|
---|
535 |
|
---|
536 |
|
---|
537 | void ShadowMap::GetTextureMatrix(Matrix4x4 &m) const
|
---|
538 | {
|
---|
539 | m = mTextureMatrix;
|
---|
540 | }
|
---|
541 |
|
---|
542 |
|
---|
543 | unsigned int ShadowMap::GetDepthTexture() const
|
---|
544 | {
|
---|
545 | return mFbo->GetDepthTex();
|
---|
546 | }
|
---|
547 |
|
---|
548 |
|
---|
549 | unsigned int ShadowMap::GetShadowColorTexture() const
|
---|
550 | {
|
---|
551 | return mFbo->GetColorBuffer(0)->GetTexture();
|
---|
552 |
|
---|
553 | }
|
---|
554 |
|
---|
555 |
|
---|
556 | void ShadowMap::IncludeLightVolume(const Polyhedron &polyhedron,
|
---|
557 | VertexArray &frustumPoints,
|
---|
558 | const Vector3 lightDir,
|
---|
559 | const AxisAlignedBox3 &sceneBox
|
---|
560 | )
|
---|
561 | {
|
---|
562 | // we don't need closed form anymore => just store vertices
|
---|
563 | VertexArray vertices;
|
---|
564 | polyhedron.CollectVertices(vertices);
|
---|
565 |
|
---|
566 | // we 'look' at each point and intect rays with the scene bounding box
|
---|
567 | VertexArray::const_iterator it, it_end = vertices.end();
|
---|
568 |
|
---|
569 | for (it = vertices.begin(); it != it_end; ++ it)
|
---|
570 | {
|
---|
571 | Vector3 v = *it;
|
---|
572 |
|
---|
573 | frustumPoints.push_back(v);
|
---|
574 | // hack: start at point which is guaranteed to be outside of box
|
---|
575 | v -= Magnitude(mSceneBox.Diagonal()) * lightDir;
|
---|
576 |
|
---|
577 | SimpleRay ray(v, lightDir);
|
---|
578 |
|
---|
579 | float tNear, tFar;
|
---|
580 |
|
---|
581 | if (sceneBox.Intersects(ray, tNear, tFar))
|
---|
582 | {
|
---|
583 | Vector3 newpt = ray.Extrap(tNear);
|
---|
584 | frustumPoints.push_back(newpt);
|
---|
585 | }
|
---|
586 | }
|
---|
587 | }
|
---|
588 |
|
---|
589 |
|
---|
590 | void ShadowMap::ComputeShadowMap(RenderTraverser *renderer,
|
---|
591 | const Matrix4x4 &projView)
|
---|
592 | {
|
---|
593 | mFbo->Bind();
|
---|
594 |
|
---|
595 | glDrawBuffers(1, mrt);
|
---|
596 |
|
---|
597 | glPushAttrib(GL_VIEWPORT_BIT);
|
---|
598 | glViewport(0, 0, mSize, mSize);
|
---|
599 |
|
---|
600 | // turn off colors + lighting (should be handled by the render state)
|
---|
601 | glShadeModel(GL_FLAT);
|
---|
602 |
|
---|
603 |
|
---|
604 | /////////////
|
---|
605 | //-- render scene into shadow map
|
---|
606 |
|
---|
607 | _Render(renderer);
|
---|
608 |
|
---|
609 | glPopAttrib();
|
---|
610 | glShadeModel(GL_SMOOTH);
|
---|
611 |
|
---|
612 | #if 0
|
---|
613 | float *data = new float[mSize * mSize];
|
---|
614 |
|
---|
615 | GrabDepthBuffer(data, mFbo->GetDepthTex());
|
---|
616 | ExportDepthBuffer(data, mSize);
|
---|
617 |
|
---|
618 | delete [] data;
|
---|
619 |
|
---|
620 | PrintGLerror("shadow map");
|
---|
621 | #endif
|
---|
622 |
|
---|
623 |
|
---|
624 | //////////////
|
---|
625 | //-- compute texture matrix
|
---|
626 |
|
---|
627 | static Matrix4x4 biasMatrix(0.5f, 0.0f, 0.0f, 0.5f,
|
---|
628 | 0.0f, 0.5f, 0.0f, 0.5f,
|
---|
629 | 0.0f, 0.0f, 0.5f, 0.5f,
|
---|
630 | 0.0f, 0.0f, 0.0f, 1.0f);
|
---|
631 |
|
---|
632 | mTextureMatrix = mLightProjView * biasMatrix;
|
---|
633 |
|
---|
634 | FrameBufferObject::Release();
|
---|
635 | }
|
---|
636 |
|
---|
637 |
|
---|
638 | void ShadowMap::RenderShadowView(RenderTraverser *renderer,
|
---|
639 | const Matrix4x4 &projView)
|
---|
640 | {
|
---|
641 | glEnable(GL_LIGHTING);
|
---|
642 |
|
---|
643 | _Render(renderer);
|
---|
644 |
|
---|
645 | /*glDisable(GL_LIGHTING);
|
---|
646 | glDisable(GL_DEPTH_TEST);
|
---|
647 |
|
---|
648 | Polyhedron *hpoly = CreatePolyhedron(projView, mSceneBox);
|
---|
649 | DrawPoly(hpoly, Vector3(1, 1, 1));
|
---|
650 | DEL_PTR(hpoly);
|
---|
651 |
|
---|
652 | glEnable(GL_LIGHTING);
|
---|
653 | glEnable(GL_DEPTH_TEST);*/
|
---|
654 |
|
---|
655 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
656 | }
|
---|
657 |
|
---|
658 |
|
---|
659 | void ShadowMap::_Render(RenderTraverser *renderer)
|
---|
660 | {
|
---|
661 | const Vector3 dir = mLight->GetDirection();
|
---|
662 |
|
---|
663 | mShadowCam->SetDirection(dir);
|
---|
664 |
|
---|
665 | // set position so that we can see the whole scene
|
---|
666 | Vector3 pos = mSceneBox.Center();
|
---|
667 | pos -= dir * Magnitude(mSceneBox.Diagonal() * 0.5f);
|
---|
668 |
|
---|
669 | mShadowCam->SetPosition(mCamera->GetPosition());
|
---|
670 |
|
---|
671 | const Vector3 upVec = CalcUpVec(mCamera->GetDirection(), dir);
|
---|
672 | const Matrix4x4 lightView = LookAt(mShadowCam->GetPosition(), dir, upVec);
|
---|
673 |
|
---|
674 | mShadowCam->mViewOrientation = lightView;
|
---|
675 |
|
---|
676 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
677 |
|
---|
678 | glPolygonOffset(5.0f, 100.0f);
|
---|
679 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
680 |
|
---|
681 | Matrix4x4 lightProj;
|
---|
682 | CalcLightProjection(lightProj);
|
---|
683 |
|
---|
684 | mLightProjView = lightView * lightProj;
|
---|
685 |
|
---|
686 | DEL_PTR(lightPoly);
|
---|
687 | lightPoly = CreatePolyhedron(mLightProjView, mSceneBox);
|
---|
688 |
|
---|
689 | glMatrixMode(GL_PROJECTION);
|
---|
690 | glPushMatrix();
|
---|
691 |
|
---|
692 | glMatrixMode(GL_MODELVIEW);
|
---|
693 | glPushMatrix();
|
---|
694 |
|
---|
695 | // set projection matrix manually
|
---|
696 | mShadowCam->mProjection = lightProj;
|
---|
697 |
|
---|
698 | // load gl view projection
|
---|
699 | mShadowCam->SetupViewProjection();
|
---|
700 |
|
---|
701 |
|
---|
702 | /////////////
|
---|
703 | //-- render scene into shadow map
|
---|
704 |
|
---|
705 | renderer->RenderScene();
|
---|
706 |
|
---|
707 |
|
---|
708 | glMatrixMode(GL_PROJECTION);
|
---|
709 | glPopMatrix();
|
---|
710 |
|
---|
711 | glMatrixMode(GL_MODELVIEW);
|
---|
712 | glPopMatrix();
|
---|
713 |
|
---|
714 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
715 | }
|
---|
716 |
|
---|
717 |
|
---|
718 | } // namespace
|
---|