585 lines
20 KiB
C++
585 lines
20 KiB
C++
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/*
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* Copyright (C) 2017 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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// Code in this file has been adapted from Ogre's RTShader::IntegratedPSSM3,
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// and different ShadowCameraSetup classes. The original Ogre's licence and
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// copyright headers are copied below:
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#include "gazebo/rendering/CustomPSSMShadowCameraSetup.hh"
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#include "gazebo/rendering/ogre_gazebo.h"
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using namespace gazebo;
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using namespace rendering;
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Ogre::String Ogre::RTShader::IntegratedPSSM3::Type = "CustomPSSM3";
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//////////////////////////////////////////////////
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const Ogre::String &CustomPSSM3::getType() const
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{
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return Type;
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}
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//////////////////////////////////////////////////
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bool CustomPSSM3::resolveParameters(Ogre::RTShader::ProgramSet *_programSet)
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{
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Ogre::RTShader::Program* vsProgram = _programSet->getCpuVertexProgram();
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Ogre::RTShader::Program* psProgram = _programSet->getCpuFragmentProgram();
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Ogre::RTShader::Function* vsMain = vsProgram->getEntryPointFunction();
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Ogre::RTShader::Function* psMain = psProgram->getEntryPointFunction();
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// Get input position parameter.
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mVSInPos = vsMain->getParameterBySemantic(vsMain->getInputParameters(),
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Ogre::RTShader::Parameter::SPS_POSITION, 0);
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// Get output position parameter.
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mVSOutPos = vsMain->getParameterBySemantic(vsMain->getOutputParameters(),
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Ogre::RTShader::Parameter::SPS_POSITION, 0);
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// Resolve vertex shader output depth.
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mVSOutDepth = vsMain->resolveOutputParameter(
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Ogre::RTShader::Parameter::SPS_TEXTURE_COORDINATES, -1,
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Ogre::RTShader::Parameter::SPC_DEPTH_VIEW_SPACE,
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Ogre::GCT_FLOAT1);
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// Resolve input depth parameter.
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mPSInDepth = psMain->resolveInputParameter(
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Ogre::RTShader::Parameter::SPS_TEXTURE_COORDINATES,
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mVSOutDepth->getIndex(),
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mVSOutDepth->getContent(),
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Ogre::GCT_FLOAT1);
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// Get in/local diffuse parameter.
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mPSDiffuse = psMain->getParameterBySemantic(psMain->getInputParameters(),
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Ogre::RTShader::Parameter::SPS_COLOR, 0);
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if (mPSDiffuse.get() == NULL)
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{
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mPSDiffuse = psMain->getParameterBySemantic(
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psMain->getLocalParameters(), Ogre::RTShader::Parameter::SPS_COLOR,
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0);
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}
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// Resolve output diffuse parameter.
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mPSOutDiffuse = psMain->resolveOutputParameter(
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Ogre::RTShader::Parameter::SPS_COLOR, 0,
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Ogre::RTShader::Parameter::SPC_COLOR_DIFFUSE, Ogre::GCT_FLOAT4);
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// Get in/local specular parameter.
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mPSSpecualr = psMain->getParameterBySemantic(
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psMain->getInputParameters(), Ogre::RTShader::Parameter::SPS_COLOR,
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1);
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if (mPSSpecualr.get() == nullptr)
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{
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mPSSpecualr = psMain->getParameterBySemantic(
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psMain->getLocalParameters(), Ogre::RTShader::Parameter::SPS_COLOR,
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1);
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}
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// Resolve computed local shadow colour parameter.
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mPSLocalShadowFactor = psMain->resolveLocalParameter(
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Ogre::RTShader::Parameter::SPS_UNKNOWN, 0, "lShadowFactor",
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Ogre::GCT_FLOAT1);
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// Resolve computed local shadow colour parameter.
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mPSSplitPoints = psProgram->resolveParameter(Ogre::GCT_FLOAT4, -1,
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(Ogre::uint16)Ogre::GPV_GLOBAL, "pssm_split_points");
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// Get derived scene colour.
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mPSDerivedSceneColour = psProgram->resolveAutoParameterInt(
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Ogre::GpuProgramParameters::ACT_DERIVED_SCENE_COLOUR, 0);
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auto it = mShadowTextureParamsList.begin();
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int lightIndex = 0;
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while (it != mShadowTextureParamsList.end())
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{
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it->mWorldViewProjMatrix = vsProgram->resolveParameter(
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Ogre::GCT_MATRIX_4X4, -1,
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static_cast<Ogre::uint16>(Ogre::GPV_PER_OBJECT),
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"world_texture_view_proj");
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it->mVSOutLightPosition = vsMain->resolveOutputParameter(
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Ogre::RTShader::Parameter::SPS_TEXTURE_COORDINATES, -1,
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Ogre::RTShader::Parameter::Content(
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Ogre::RTShader::Parameter::SPC_POSITION_LIGHT_SPACE0 + lightIndex),
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Ogre::GCT_FLOAT4);
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it->mPSInLightPosition = psMain->resolveInputParameter(
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Ogre::RTShader::Parameter::SPS_TEXTURE_COORDINATES,
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it->mVSOutLightPosition->getIndex(),
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it->mVSOutLightPosition->getContent(),
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Ogre::GCT_FLOAT4);
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// Changed to enable hardware PCF
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// it->mTextureSampler = psProgram->resolveParameter(
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// Ogre::GCT_SAMPLER2D, it->mTextureSamplerIndex,
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// static_cast<Ogre::uint16>(Ogre::GPV_GLOBAL),
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// "shadow_map");
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it->mTextureSampler = psProgram->resolveParameter(
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Ogre::GCT_SAMPLER2DSHADOW, it->mTextureSamplerIndex,
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static_cast<Ogre::uint16>(Ogre::GPV_GLOBAL), "shadow_map");
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it->mInvTextureSize = psProgram->resolveParameter(Ogre::GCT_FLOAT4, -1,
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static_cast<Ogre::uint16>(Ogre::GPV_GLOBAL), "inv_shadow_texture_size");
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if (!(it->mInvTextureSize.get()) || !(it->mTextureSampler.get()) ||
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!(it->mPSInLightPosition.get()) ||
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!(it->mVSOutLightPosition.get()) ||
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!(it->mWorldViewProjMatrix.get()))
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{
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OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR,
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"Not all parameters could be constructed for the sub-render state.",
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"IntegratedPSSM3::resolveParameters");
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}
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++lightIndex;
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++it;
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}
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if (!(mVSInPos.get()) || !(mVSOutPos.get()) || !(mVSOutDepth.get()) ||
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!(mPSInDepth.get()) || !(mPSDiffuse.get()) || !(mPSOutDiffuse.get()) ||
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!(mPSSpecualr.get()) || !(mPSLocalShadowFactor.get()) ||
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!(mPSSplitPoints.get()) || !(mPSDerivedSceneColour.get()))
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{
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OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR,
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"Not all parameters could be constructed for the sub-render state.",
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"IntegratedPSSM3::resolveParameters");
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}
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return true;
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}
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//////////////////////////////////////////////////
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const Ogre::String &CustomPSSM3Factory::getType() const
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{
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return Ogre::RTShader::IntegratedPSSM3::Type;
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}
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//////////////////////////////////////////////////
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Ogre::RTShader::SubRenderState *CustomPSSM3Factory::createInstance(
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Ogre::ScriptCompiler *_compiler,
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Ogre::PropertyAbstractNode *_prop, Ogre::Pass * /*_pass*/,
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Ogre::RTShader::SGScriptTranslator *_translator)
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{
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if (_prop->name == "integrated_pssm4")
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{
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if (_prop->values.size() != 4)
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{
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_compiler->addError(Ogre::ScriptCompiler::CE_INVALIDPARAMETERS,
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_prop->file, _prop->line);
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}
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else
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{
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CustomPSSM3::SplitPointList splitPointList;
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Ogre::AbstractNodeList::const_iterator it = _prop->values.begin();
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Ogre::AbstractNodeList::const_iterator itEnd = _prop->values.end();
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while (it != itEnd)
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{
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Ogre::Real curSplitValue;
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if (false == Ogre::RTShader::SGScriptTranslator::getReal(
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*it, &curSplitValue))
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{
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_compiler->addError(Ogre::ScriptCompiler::CE_INVALIDPARAMETERS,
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_prop->file, _prop->line);
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break;
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}
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splitPointList.push_back(curSplitValue);
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++it;
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}
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if (splitPointList.size() == 4)
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{
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Ogre::RTShader::SubRenderState *subRenderState =
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#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 7
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this->createInstance();
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#else
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this->createOrRetrieveInstance(_translator);
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#endif
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CustomPSSM3 *pssmSubRenderState =
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static_cast<CustomPSSM3 *>(subRenderState);
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pssmSubRenderState->setSplitPoints(splitPointList);
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return pssmSubRenderState;
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}
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}
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}
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return nullptr;
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}
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//////////////////////////////////////////////////
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Ogre::RTShader::SubRenderState *CustomPSSM3Factory::createInstanceImpl()
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{
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return OGRE_NEW CustomPSSM3;
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}
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//////////////////////////////////////////////////
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CustomPSSMShadowCameraSetup::CustomPSSMShadowCameraSetup()
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{
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}
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//////////////////////////////////////////////////
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CustomPSSMShadowCameraSetup::~CustomPSSMShadowCameraSetup()
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{
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}
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//////////////////////////////////////////////////
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void CustomPSSMShadowCameraSetup::calculateShadowMappingMatrix(
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const Ogre::SceneManager &_sm, const Ogre::Camera &_cam,
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const Ogre::Light &_light, Ogre::Matrix4 *_outView,
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Ogre::Matrix4 *_outProj, Ogre::Camera *outCam) const
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{
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// get the shadow frustum's far distance
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Ogre::Real shadowDist = _light.getShadowFarDistance();
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if (shadowDist <= 0)
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{
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// need a shadow distance, make one up
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shadowDist = _cam.getNearClipDistance() * 3000;
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}
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Ogre::Real shadowOffset = shadowDist * _sm.getShadowDirLightTextureOffset();
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if (_light.getType() == Ogre::Light::LT_DIRECTIONAL)
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{
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// generate view matrix if requested
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if (_outView != nullptr)
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{
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Ogre::Vector3 pos;
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if (_sm.getCameraRelativeRendering())
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{
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pos = Ogre::Vector3::ZERO;
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}
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else
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{
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pos = _cam.getDerivedPosition();
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}
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*_outView = this->buildViewMatrix(pos,
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_light.getDerivedDirection(),
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// Modified for z-up light frusta
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Ogre::Vector3::UNIT_Z);
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}
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// generate projection matrix if requested
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if (_outProj != nullptr)
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{
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*_outProj = Ogre::Matrix4::getScale(1, 1, -1);
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}
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// set up camera if requested
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if (outCam != nullptr)
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{
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outCam->setProjectionType(Ogre::PT_ORTHOGRAPHIC);
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outCam->setDirection(_light.getDerivedDirection());
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outCam->setPosition(_cam.getDerivedPosition());
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outCam->setFOVy(Ogre::Degree(90));
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outCam->setNearClipDistance(shadowOffset);
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}
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}
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else if (_light.getType() == Ogre::Light::LT_POINT)
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{
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// target analogue to the default shadow textures
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// Calculate look at position
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// We want to look at a spot shadowOffset away from near plane
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// 0.5 is a little too close for angles
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Ogre::Vector3 target = _cam.getDerivedPosition() +
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(_cam.getDerivedDirection() * shadowOffset);
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Ogre::Vector3 lightDir = target - _light.getDerivedPosition();
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lightDir.normalise();
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// generate view matrix if requested
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if (_outView != nullptr)
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{
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*_outView = this->buildViewMatrix(_light.getDerivedPosition(),
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lightDir,
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_cam.getDerivedUp());
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}
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// generate projection matrix if requested
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if (_outProj != nullptr)
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{
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// set FOV to 120 degrees
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mTempFrustum->setFOVy(Ogre::Degree(120));
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mTempFrustum->setNearClipDistance(
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_light._deriveShadowNearClipDistance(&_cam));
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mTempFrustum->setFarClipDistance(
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_light._deriveShadowFarClipDistance(&_cam));
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*_outProj = mTempFrustum->getProjectionMatrix();
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}
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// set up camera if requested
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if (outCam != nullptr)
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{
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outCam->setProjectionType(Ogre::PT_PERSPECTIVE);
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outCam->setDirection(lightDir);
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outCam->setPosition(_light.getDerivedPosition());
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outCam->setFOVy(Ogre::Degree(120));
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outCam->setNearClipDistance(_light._deriveShadowNearClipDistance(&_cam));
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outCam->setFarClipDistance(_light._deriveShadowFarClipDistance(&_cam));
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}
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}
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else if (_light.getType() == Ogre::Light::LT_SPOTLIGHT)
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{
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// generate view matrix if requested
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if (_outView != nullptr)
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{
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*_outView = this->buildViewMatrix(_light.getDerivedPosition(),
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_light.getDerivedDirection(),
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_cam.getDerivedUp());
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}
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// generate projection matrix if requested
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if (_outProj != nullptr)
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{
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// set FOV slightly larger than spotlight range
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mTempFrustum->setFOVy(Ogre::Math::Clamp<Ogre::Radian>(
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_light.getSpotlightOuterAngle() * 1.2, Ogre::Radian(0),
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Ogre::Radian(Ogre::Math::PI/2.0f)));
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mTempFrustum->setNearClipDistance(
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_light._deriveShadowNearClipDistance(&_cam));
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mTempFrustum->setFarClipDistance(
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_light._deriveShadowFarClipDistance(&_cam));
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*_outProj = mTempFrustum->getProjectionMatrix();
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}
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// set up camera if requested
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if (outCam != nullptr)
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{
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outCam->setProjectionType(Ogre::PT_PERSPECTIVE);
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outCam->setDirection(_light.getDerivedDirection());
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outCam->setPosition(_light.getDerivedPosition());
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outCam->setFOVy(Ogre::Math::Clamp<Ogre::Radian>(
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_light.getSpotlightOuterAngle() * 1.2, Ogre::Radian(0),
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Ogre::Radian(Ogre::Math::PI/2.0f)));
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outCam->setNearClipDistance(_light._deriveShadowNearClipDistance(&_cam));
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outCam->setFarClipDistance(_light._deriveShadowFarClipDistance(&_cam));
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}
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}
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}
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//////////////////////////////////////////////////
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Ogre::Matrix4 CustomPSSMShadowCameraSetup::buildViewMatrix(
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const Ogre::Vector3 &_pos, const Ogre::Vector3 &_dir,
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const Ogre::Vector3 &_up) const
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{
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Ogre::Vector3 xN = _dir.crossProduct(_up);
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xN.normalise();
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Ogre::Vector3 upN = xN.crossProduct(_dir);
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upN.normalise();
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// Modified for z-up light frusta
|
||
|
Ogre::Matrix4 m(xN.x, xN.y, xN.z, -xN.dotProduct(_pos),
|
||
|
_dir.x, _dir.y, _dir.z, -_dir.dotProduct(_pos),
|
||
|
upN.x, upN.y, upN.z, -upN.dotProduct(_pos),
|
||
|
0.0, 0.0, 0.0, 1.0);
|
||
|
|
||
|
return m;
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void CustomPSSMShadowCameraSetup::getZUpFocusedShadowCamera(
|
||
|
const Ogre::SceneManager *_sm, const Ogre::Camera *_cam,
|
||
|
const Ogre::Viewport * /*_vp*/, const Ogre::Light *_light,
|
||
|
Ogre::Camera *_texCam, size_t /*_iteration*/) const
|
||
|
{
|
||
|
// check availability - viewport not needed
|
||
|
OgreAssert(_sm != nullptr, "SceneManager is NULL");
|
||
|
OgreAssert(_cam != nullptr, "Camera (viewer) is NULL");
|
||
|
OgreAssert(_light != nullptr, "Light is nullptr");
|
||
|
OgreAssert(_texCam != nullptr, "Camera (texture) is NULL");
|
||
|
mLightFrustumCameraCalculated = false;
|
||
|
|
||
|
_texCam->setNearClipDistance(_light->_deriveShadowNearClipDistance(_cam));
|
||
|
_texCam->setFarClipDistance(_light->_deriveShadowFarClipDistance(_cam));
|
||
|
|
||
|
// calculate standard shadow mapping matrix
|
||
|
Ogre::Matrix4 LView, LProj;
|
||
|
this->calculateShadowMappingMatrix(*_sm, *_cam, *_light, &LView, &LProj,
|
||
|
nullptr);
|
||
|
|
||
|
// build scene bounding box
|
||
|
const Ogre::VisibleObjectsBoundsInfo& visInfo =
|
||
|
_sm->getVisibleObjectsBoundsInfo(_texCam);
|
||
|
Ogre::AxisAlignedBox sceneBB = visInfo.aabb;
|
||
|
Ogre::AxisAlignedBox receiverAABB =
|
||
|
_sm->getVisibleObjectsBoundsInfo(_cam).receiverAabb;
|
||
|
sceneBB.merge(receiverAABB);
|
||
|
sceneBB.merge(_cam->getDerivedPosition());
|
||
|
|
||
|
// in case the sceneBB is empty (e.g. nothing visible to the cam) simply
|
||
|
// return the standard shadow mapping matrix
|
||
|
if (sceneBB.isNull())
|
||
|
{
|
||
|
_texCam->setCustomViewMatrix(true, LView);
|
||
|
_texCam->setCustomProjectionMatrix(true, LProj);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// calculate the intersection body B
|
||
|
mPointListBodyB.reset();
|
||
|
this->calculateB(*_sm, *_cam, *_light, sceneBB, receiverAABB,
|
||
|
&mPointListBodyB);
|
||
|
|
||
|
// in case the bodyB is empty (e.g. nothing visible to the light or the cam)
|
||
|
// simply return the standard shadow mapping matrix
|
||
|
if (mPointListBodyB.getPointCount() == 0)
|
||
|
{
|
||
|
_texCam->setCustomViewMatrix(true, LView);
|
||
|
_texCam->setCustomProjectionMatrix(true, LProj);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// transform to light space: y -> -z, z -> y
|
||
|
LProj = msNormalToLightSpace * LProj;
|
||
|
|
||
|
// calculate LVS so it does not need to be calculated twice
|
||
|
// calculate the body L \cap V \cap S to make sure all returned points are in
|
||
|
// front of the camera
|
||
|
// mPointListBodyLVS.reset();
|
||
|
// calculateLVS(*_sm, *_cam, *_light, sceneBB, &mPointListBodyLVS);
|
||
|
|
||
|
// fetch the viewing direction
|
||
|
// const Vector3 viewDir = getLSProjViewDir(LProj * LView, *_cam,
|
||
|
// mPointListBodyLVS);
|
||
|
|
||
|
// The light space will be rotated in such a way, that the projected light
|
||
|
// view always points upwards, so the up-vector is the y-axis (we already
|
||
|
// prepared the light space for this usage).The transformation matrix is set
|
||
|
// up with the following parameters:
|
||
|
// - position is the origin
|
||
|
// - the view direction is the calculated viewDir
|
||
|
// - the up vector is the y-axis
|
||
|
// Commented out for z-up light frusta
|
||
|
// LProj = buildViewMatrix(Vector3::ZERO, viewDir, Vector3::UNIT_Y) * LProj;
|
||
|
|
||
|
// map bodyB to unit cube
|
||
|
LProj = this->transformToUnitCube(LProj * LView, mPointListBodyB) * LProj;
|
||
|
|
||
|
// transform from light space to normal space: y -> z, z -> -y
|
||
|
// Commented out for z-up light frusta
|
||
|
// LProj = msLightSpaceToNormal * LProj;
|
||
|
|
||
|
// set the two custom matrices
|
||
|
_texCam->setCustomViewMatrix(true, LView);
|
||
|
_texCam->setCustomProjectionMatrix(true, LProj);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void CustomPSSMShadowCameraSetup::getShadowCamera(const Ogre::SceneManager *_sm,
|
||
|
const Ogre::Camera *_cam, const Ogre::Viewport *_vp,
|
||
|
const Ogre::Light *_light, Ogre::Camera *_texCam, size_t _iteration) const
|
||
|
{
|
||
|
// apply the right clip distance.
|
||
|
Ogre::Real nearDist = mSplitPoints[_iteration];
|
||
|
Ogre::Real farDist = mSplitPoints[_iteration + 1];
|
||
|
|
||
|
// Add a padding factor to internal distances so that the connecting
|
||
|
// split point will not have bad artifacts.
|
||
|
if (_iteration > 0)
|
||
|
{
|
||
|
nearDist -= mSplitPadding;
|
||
|
nearDist = std::max(nearDist, mSplitPoints[0]);
|
||
|
}
|
||
|
if (_iteration < mSplitCount - 1)
|
||
|
{
|
||
|
farDist += mSplitPadding;
|
||
|
}
|
||
|
|
||
|
mCurrentIteration = _iteration;
|
||
|
|
||
|
// Ouch, I know this is hacky, but it's the easiest way to re-use LiSPSM /
|
||
|
// Focused functionality right now without major changes
|
||
|
Ogre::Camera *cam = const_cast<Ogre::Camera *>(_cam);
|
||
|
Ogre::Real oldNear = _cam->getNearClipDistance();
|
||
|
Ogre::Real oldFar = _cam->getFarClipDistance();
|
||
|
cam->setNearClipDistance(nearDist);
|
||
|
cam->setFarClipDistance(farDist);
|
||
|
|
||
|
// Replaced LiSPSMShadowCameraSetup::getShadowCamera() with
|
||
|
// FocusedShadowCameraSetup::getShadowCamera(). This is the same solution
|
||
|
// they reached for Ogre 2.1 after realizing how buggy LiSPSM is.
|
||
|
// However, unlike Ogre 2.1, we are using a modified method that makes a
|
||
|
// shadow camera frustum aligned with the z-axis because Gazebo is z-up.
|
||
|
this->getZUpFocusedShadowCamera(_sm, _cam, _vp, _light, _texCam, _iteration);
|
||
|
|
||
|
// restore near/far
|
||
|
cam->setNearClipDistance(oldNear);
|
||
|
cam->setFarClipDistance(oldFar);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
CustomGLSLProgramWriter::CustomGLSLProgramWriter()
|
||
|
: Ogre::RTShader::GLSLProgramWriter()
|
||
|
{
|
||
|
mGpuConstTypeMap[Ogre::GCT_SAMPLER2DSHADOW] = "sampler2DShadow";
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
CustomGLSLProgramWriterFactory::CustomGLSLProgramWriterFactory()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
const Ogre::String &CustomGLSLProgramWriterFactory::getTargetLanguage() const
|
||
|
{
|
||
|
static const Ogre::String targetLanguageGLSL("glsl");
|
||
|
return targetLanguageGLSL;
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
Ogre::RTShader::ProgramWriter *CustomGLSLProgramWriterFactory::create()
|
||
|
{
|
||
|
return OGRE_NEW CustomGLSLProgramWriter();
|
||
|
}
|