root/OpenSceneGraph/trunk/src/osgShadow/ViewDependentShadowMap.cpp @ 13041

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#include <osgShadow/ViewDependentShadowMap>
15#include <osgShadow/ShadowedScene>
16#include <osg/CullFace>
17#include <osg/Geode>
18#include <osg/io_utils>
19
20#include <sstream>
21
22using namespace osgShadow;
23
24//////////////////////////////////////////////////////////////////
25// fragment shader
26//
27#if 0
28static const char fragmentShaderSource_withBaseTexture[] =
29        "uniform sampler2D baseTexture;                                          \n"
30        "uniform sampler2DShadow shadowTexture;                                  \n"
31        "                                                                        \n"
32        "void main(void)                                                         \n"
33        "{                                                                       \n"
34        "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
35        "  vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy );                                            \n"
36        "  color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture, gl_TexCoord[1] ).r );     \n"
37        "  gl_FragColor = color;                                                                                \n"
38        "} \n";
39#else
40static const char fragmentShaderSource_withBaseTexture[] =
41        "uniform sampler2D baseTexture;                                          \n"
42        "uniform int baseTextureUnit;                                            \n"
43        "uniform sampler2DShadow shadowTexture0;                                 \n"
44        "uniform int shadowTextureUnit0;                                         \n"
45        "                                                                        \n"
46        "void main(void)                                                         \n"
47        "{                                                                       \n"
48        "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
49        "  vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );                                              \n"
50        "  color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r );     \n"
51        "  gl_FragColor = color;                                                                                                \n"
52        "} \n";
53
54static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] =
55        "uniform sampler2D baseTexture;                                          \n"
56        "uniform int baseTextureUnit;                                            \n"
57        "uniform sampler2DShadow shadowTexture0;                                 \n"
58        "uniform int shadowTextureUnit0;                                         \n"
59        "uniform sampler2DShadow shadowTexture1;                                 \n"
60        "uniform int shadowTextureUnit1;                                         \n"
61        "                                                                        \n"
62        "void main(void)                                                         \n"
63        "{                                                                       \n"
64        "  vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor;     \n"
65        "  vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy );              \n"
66        "  float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r;   \n"
67        "  float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r;   \n"
68        "  color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 );                     \n"
69        "  gl_FragColor = color;                                                                \n"
70        "} \n";
71#endif
72
73template<class T>
74class RenderLeafTraverser : public T
75{
76public:
77
78    RenderLeafTraverser()
79    {
80    }
81
82    void traverse(const osgUtil::RenderStage* rs)
83    {
84        traverse(static_cast<const osgUtil::RenderBin*>(rs));
85    }
86
87    void traverse(const osgUtil::RenderBin* renderBin)
88    {
89        const osgUtil::RenderBin::RenderBinList& rbl = renderBin->getRenderBinList();
90        for(osgUtil::RenderBin::RenderBinList::const_iterator itr = rbl.begin();
91            itr != rbl.end();
92            ++itr)
93        {
94            traverse(itr->second.get());
95        }
96
97        const osgUtil::RenderBin::RenderLeafList& rll = renderBin->getRenderLeafList();
98        for(osgUtil::RenderBin::RenderLeafList::const_iterator itr = rll.begin();
99            itr != rll.end();
100            ++itr)
101        {
102            handle(*itr);
103        }
104
105        const osgUtil::RenderBin::StateGraphList& rgl = renderBin->getStateGraphList();
106        for(osgUtil::RenderBin::StateGraphList::const_iterator itr = rgl.begin();
107            itr != rgl.end();
108            ++itr)
109        {
110            traverse(*itr);
111        }
112
113    }
114
115    void traverse(const osgUtil::StateGraph* stateGraph)
116    {
117        const osgUtil::StateGraph::ChildList& cl = stateGraph->_children;
118        for(osgUtil::StateGraph::ChildList::const_iterator itr = cl.begin();
119            itr != cl.end();
120            ++itr)
121        {
122            traverse(itr->second.get());
123        }
124
125        const osgUtil::StateGraph::LeafList& ll = stateGraph->_leaves;
126        for(osgUtil::StateGraph::LeafList::const_iterator itr = ll.begin();
127            itr != ll.end();
128            ++itr)
129        {
130            handle(itr->get());
131        }
132    }
133
134    inline void handle(const osgUtil::RenderLeaf* renderLeaf)
135    {
136        this->operator()(renderLeaf);
137    }
138};
139
140///////////////////////////////////////////////////////////////////////////////////////////////
141//
142// VDSMCameraCullCallback
143//
144class VDSMCameraCullCallback : public osg::NodeCallback
145{
146    public:
147
148        VDSMCameraCullCallback(ViewDependentShadowMap* vdsm, osg::Polytope& polytope);
149
150        virtual void operator()(osg::Node*, osg::NodeVisitor* nv);
151
152        osg::RefMatrix* getProjectionMatrix() { return _projectionMatrix.get(); }
153        osgUtil::RenderStage* getRenderStage() { return _renderStage.get(); }
154
155    protected:
156
157        ViewDependentShadowMap*                 _vdsm;
158        osg::ref_ptr<osg::RefMatrix>            _projectionMatrix;
159        osg::ref_ptr<osgUtil::RenderStage>      _renderStage;
160        osg::Polytope                           _polytope;
161};
162
163VDSMCameraCullCallback::VDSMCameraCullCallback(ViewDependentShadowMap* vdsm, osg::Polytope& polytope):
164    _vdsm(vdsm),
165    _polytope(polytope)
166{
167}
168
169void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
170{
171    osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
172    osg::Camera* camera = dynamic_cast<osg::Camera*>(node);
173    OSG_INFO<<"VDSMCameraCullCallback::operator()(osg::Node* "<<camera<<", osg::NodeVisitor* "<<cv<<")"<<std::endl;
174
175#if 1
176    if (!_polytope.empty())
177    {
178        OSG_INFO<<"Pushing custom Polytope"<<std::endl;
179
180        osg::CullingSet& cs = cv->getProjectionCullingStack().back();
181
182        cs.setFrustum(_polytope);
183
184        cv->pushCullingSet();
185    }
186#endif
187    if (_vdsm->getShadowedScene())
188    {
189        _vdsm->getShadowedScene()->osg::Group::traverse(*nv);
190    }
191#if 1
192    if (!_polytope.empty())
193    {
194        OSG_INFO<<"Popping custom Polytope"<<std::endl;
195        cv->popCullingSet();
196    }
197#endif
198
199    _renderStage = cv->getCurrentRenderBin()->getStage();
200
201    OSG_INFO<<"VDSM second : _renderStage = "<<_renderStage<<std::endl;
202
203    if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
204    {
205        // make sure that the near plane is computed correctly.
206        cv->computeNearPlane();
207
208        osg::Matrixd projection = *(cv->getProjectionMatrix());
209
210        OSG_INFO<<"RTT Projection matrix "<<projection<<std::endl;
211
212        osg::Matrix::value_type left, right, bottom, top, zNear, zFar;
213        osg::Matrix::value_type epsilon = 1e-6;
214        if (fabs(projection(0,3))<epsilon  && fabs(projection(1,3))<epsilon  && fabs(projection(2,3))<epsilon )
215        {
216            projection.getOrtho(left, right,
217                                bottom, top,
218                                zNear,  zFar);
219
220            OSG_INFO<<"Ortho zNear="<<zNear<<", zFar="<<zFar<<std::endl;
221        }
222        else
223        {
224            projection.getFrustum(left, right,
225                                bottom, top,
226                                zNear,  zFar);
227
228            OSG_INFO<<"Frustum zNear="<<zNear<<", zFar="<<zFar<<std::endl;
229        }
230
231        OSG_INFO<<"Calculated zNear = "<<cv->getCalculatedNearPlane()<<", zFar = "<<cv->getCalculatedFarPlane()<<std::endl;
232
233        zNear = osg::maximum(zNear, cv->getCalculatedNearPlane());
234        zFar = osg::minimum(zFar, cv->getCalculatedFarPlane());
235
236        cv->setCalculatedNearPlane(zNear);
237        cv->setCalculatedFarPlane(zFar);
238
239        cv->clampProjectionMatrix(projection, zNear, zFar);
240
241        //OSG_INFO<<"RTT zNear = "<<zNear<<", zFar = "<<zFar<<std::endl;
242        OSG_INFO<<"RTT Projection matrix after clamping "<<projection<<std::endl;
243
244        camera->setProjectionMatrix(projection);
245
246        _projectionMatrix = cv->getProjectionMatrix();
247    }
248}
249
250
251class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
252{
253public:
254    ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix):
255        osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
256    {
257        setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
258
259        pushViewport(viewport);
260        pushProjectionMatrix(new osg::RefMatrix(projectionMatrix));
261        pushModelViewMatrix(new osg::RefMatrix(viewMatrix),osg::Transform::ABSOLUTE_RF);
262    }
263
264    void apply(osg::Node& node)
265    {
266        if (isCulled(node)) return;
267
268        // push the culling mode.
269        pushCurrentMask();
270
271        traverse(node);
272
273        // pop the culling mode.
274        popCurrentMask();
275    }
276
277    void apply(osg::Geode& node)
278    {
279        if (isCulled(node)) return;
280
281        // push the culling mode.
282        pushCurrentMask();
283
284        for(unsigned int i=0; i<node.getNumDrawables();++i)
285        {
286            if (node.getDrawable(i))
287            {
288                updateBound(node.getDrawable(i)->getBound());
289            }
290        }
291
292        // pop the culling mode.
293        popCurrentMask();
294    }
295
296    void apply(osg::Billboard&)
297    {
298        OSG_INFO<<"Warning Billboards not yet supported"<<std::endl;
299        return;
300    }
301
302    void apply(osg::Projection&)
303    {
304        // projection nodes won't affect a shadow map so their subgraphs should be ignored
305        return;
306    }
307
308    void apply(osg::Transform& transform)
309    {
310        if (isCulled(transform)) return;
311
312        // push the culling mode.
313        pushCurrentMask();
314
315        // absolute transforms won't affect a shadow map so their subgraphs should be ignored.
316        if (transform.getReferenceFrame()==osg::Transform::RELATIVE_RF)
317        {
318            osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(*getModelViewMatrix());
319            transform.computeLocalToWorldMatrix(*matrix,this);
320            pushModelViewMatrix(matrix.get(), transform.getReferenceFrame());
321
322            traverse(transform);
323
324            popModelViewMatrix();
325        }
326
327        // pop the culling mode.
328        popCurrentMask();
329
330    }
331
332    void apply(osg::Camera&)
333    {
334        // camera nodes won't affect a shadow map so their subgraphs should be ignored
335        return;
336    }
337
338    void updateBound(const osg::BoundingBox& bb)
339    {
340        if (!bb.valid()) return;
341
342        const osg::Matrix& matrix = *getModelViewMatrix() * *getProjectionMatrix();
343
344        update(bb.corner(0) * matrix);
345        update(bb.corner(1) * matrix);
346        update(bb.corner(2) * matrix);
347        update(bb.corner(3) * matrix);
348        update(bb.corner(4) * matrix);
349        update(bb.corner(5) * matrix);
350        update(bb.corner(6) * matrix);
351        update(bb.corner(7) * matrix);
352    }
353
354    void update(const osg::Vec3& v)
355    {
356        if (v.z()<-1.0f)
357        {
358            //OSG_NOTICE<<"discarding("<<v<<")"<<std::endl;
359            return;
360        }
361        float x = v.x();
362        if (x<-1.0f) x=-1.0f;
363        if (x>1.0f) x=1.0f;
364        float y = v.y();
365        if (y<-1.0f) y=-1.0f;
366        if (y>1.0f) y=1.0f;
367        _bb.expandBy(osg::Vec3(x,y,v.z()));
368    }
369
370    osg::BoundingBox _bb;
371};
372
373///////////////////////////////////////////////////////////////////////////////////////////////
374//
375// LightData
376//
377ViewDependentShadowMap::LightData::LightData(ViewDependentShadowMap::ViewDependentData* vdd):
378    _viewDependentData(vdd),
379    directionalLight(false)
380{
381}
382
383void ViewDependentShadowMap::LightData::setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix)
384{
385    lightMatrix = lm;
386    light = l;
387
388    lightPos = light->getPosition();
389    directionalLight = (light->getPosition().w()== 0.0);
390    if (directionalLight)
391    {
392        lightPos3.set(0.0, 0.0, 0.0); // directional light has no destinct position
393        lightDir.set(-lightPos.x(), -lightPos.y(), -lightPos.z());
394        lightDir.normalize();
395        OSG_INFO<<"   Directional light, lightPos="<<lightPos<<", lightDir="<<lightDir<<std::endl;
396        if (lightMatrix.valid())
397        {
398            OSG_INFO<<"   Light matrix "<<*lightMatrix<<std::endl;
399            osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
400            lightDir = osg::Matrix::transform3x3( lightDir, lightToLocalMatrix );
401            lightDir.normalize();
402            OSG_INFO<<"   new LightDir ="<<lightDir<<std::endl;
403        }
404    }
405    else
406    {
407        OSG_INFO<<"   Positional light, lightPos="<<lightPos<<std::endl;
408        lightDir = light->getDirection();
409        lightDir.normalize();
410        if (lightMatrix.valid())
411        {
412            OSG_INFO<<"   Light matrix "<<*lightMatrix<<std::endl;
413            osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
414            lightPos = lightPos * lightToLocalMatrix;
415            lightDir = osg::Matrix::transform3x3( lightDir, lightToLocalMatrix );
416            lightDir.normalize();
417            OSG_INFO<<"   new LightPos ="<<lightPos<<std::endl;
418            OSG_INFO<<"   new LightDir ="<<lightDir<<std::endl;
419        }
420        lightPos3.set(lightPos.x()/lightPos.w(), lightPos.y()/lightPos.w(), lightPos.z()/lightPos.w());
421    }
422}
423
424///////////////////////////////////////////////////////////////////////////////////////////////
425//
426// ShadowData
427//
428ViewDependentShadowMap::ShadowData::ShadowData(ViewDependentShadowMap::ViewDependentData* vdd):
429    _viewDependentData(vdd),
430    _textureUnit(0)
431{
432
433    const ShadowSettings* settings = vdd->getViewDependentShadowMap()->getShadowedScene()->getShadowSettings();
434
435    bool debug = settings->getDebugDraw();
436
437    // set up texgen
438    _texgen = new osg::TexGen;
439
440    // set up the texture
441    _texture = new osg::Texture2D;
442
443    osg::Vec2s textureSize = debug ? osg::Vec2s(512,512) : settings->getTextureSize();
444    _texture->setTextureSize(textureSize.x(), textureSize.y());
445
446    if (debug)
447    {
448        _texture->setInternalFormat(GL_RGB);
449    }
450    else
451    {
452        _texture->setInternalFormat(GL_DEPTH_COMPONENT);
453        _texture->setShadowComparison(true);
454        _texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
455    }
456
457    _texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
458    _texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
459
460    // the shadow comparison should fail if object is outside the texture
461    _texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
462    _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
463    _texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
464    //_texture->setBorderColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
465
466    // set up the camera
467    _camera = new osg::Camera;
468    _camera->setName("ShadowCamera");
469    _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
470
471    //_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
472    _camera->setClearColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
473
474    _camera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
475    //_camera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
476
477    // switch off small feature culling as this can cull out geometry that will still be large enough once perspective correction takes effect.
478    _camera->setCullingMode(_camera->getCullingMode() & ~osg::CullSettings::SMALL_FEATURE_CULLING);
479
480    // set viewport
481    _camera->setViewport(0,0,textureSize.x(),textureSize.y());
482
483
484    if (debug)
485    {
486        // clear just the depth buffer
487        _camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
488
489        // render after the main camera
490        _camera->setRenderOrder(osg::Camera::POST_RENDER);
491
492        // attach the texture and use it as the color buffer.
493        //_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
494        _camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
495    }
496    else
497    {
498        // clear the depth and colour bufferson each clear.
499        _camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
500
501        // set the camera to render before the main camera.
502        _camera->setRenderOrder(osg::Camera::PRE_RENDER);
503
504        // tell the camera to use OpenGL frame buffer object where supported.
505        _camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
506
507        // attach the texture and use it as the color buffer.
508        _camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
509        //_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
510    }
511}
512
513void ViewDependentShadowMap::ShadowData::releaseGLObjects(osg::State* state) const
514{
515    OSG_INFO<<"ViewDependentShadowMap::ShadowData::releaseGLObjects"<<std::endl;
516    _texture->releaseGLObjects(state);
517    _camera->releaseGLObjects(state);
518}
519
520///////////////////////////////////////////////////////////////////////////////////////////////
521//
522// Frustum
523//
524ViewDependentShadowMap::Frustum::Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar):
525    corners(8),
526    faces(6),
527    edges(12)
528{
529    projectionMatrix = *(cv->getProjectionMatrix());
530    modelViewMatrix = *(cv->getModelViewMatrix());
531
532    OSG_INFO<<"Projection matrix "<<projectionMatrix<<std::endl;
533
534    if (cv->getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
535    {
536        osg::Matrix::value_type zNear = osg::maximum<osg::Matrix::value_type>(cv->getCalculatedNearPlane(),minZNear);
537        osg::Matrix::value_type zFar = osg::minimum<osg::Matrix::value_type>(cv->getCalculatedFarPlane(),maxZFar);
538
539        cv->clampProjectionMatrix(projectionMatrix, zNear, zFar);
540
541        OSG_INFO<<"zNear = "<<zNear<<", zFar = "<<zFar<<std::endl;
542        OSG_INFO<<"Projection matrix after clamping "<<projectionMatrix<<std::endl;
543    }
544
545    corners[0].set(-1.0,-1.0,-1.0);
546    corners[1].set(1.0,-1.0,-1.0);
547    corners[2].set(1.0,-1.0,1.0);
548    corners[3].set(-1.0,-1.0,1.0);
549    corners[4].set(-1.0,1.0,-1.0);
550    corners[5].set(1.0,1.0,-1.0);
551    corners[6].set(1.0,1.0,1.0);
552    corners[7].set(-1.0,1.0,1.0);
553
554    osg::Matrixd clipToWorld;
555    clipToWorld.invert(modelViewMatrix * projectionMatrix);
556
557    // transform frustum corners from clipspace to world coords, and compute center
558    for(Vertices::iterator itr = corners.begin();
559        itr != corners.end();
560        ++itr)
561    {
562        *itr = (*itr) * clipToWorld;
563
564        OSG_INFO<<"   corner "<<*itr<<std::endl;
565    }
566
567    // compute eye point
568    eye = osg::Vec3d(0.0,0.0,0.0) * osg::Matrix::inverse(modelViewMatrix);
569
570    // compute center and the frustumCenterLine
571    centerNearPlane = (corners[0]+corners[1]+corners[5]+corners[4])*0.25;
572    centerFarPlane = (corners[3]+corners[2]+corners[6]+corners[7])*0.25;
573    center = (centerNearPlane+centerFarPlane)*0.5;
574    frustumCenterLine = centerFarPlane-centerNearPlane;
575    frustumCenterLine.normalize();
576
577    OSG_INFO<<"   center "<<center<<std::endl;
578
579    faces[0].push_back(0);
580    faces[0].push_back(3);
581    faces[0].push_back(7);
582    faces[0].push_back(4);
583
584    faces[1].push_back(1);
585    faces[1].push_back(5);
586    faces[1].push_back(6);
587    faces[1].push_back(2);
588
589    faces[2].push_back(0);
590    faces[2].push_back(1);
591    faces[2].push_back(2);
592    faces[2].push_back(3);
593
594    faces[3].push_back(4);
595    faces[3].push_back(7);
596    faces[3].push_back(6);
597    faces[3].push_back(5);
598
599    faces[4].push_back(0);
600    faces[4].push_back(4);
601    faces[4].push_back(5);
602    faces[4].push_back(1);
603
604    faces[5].push_back(2);
605    faces[5].push_back(6);
606    faces[5].push_back(7);
607    faces[5].push_back(3);
608
609    edges[0].push_back(0); edges[0].push_back(1); // corner points on edge
610    edges[0].push_back(2); edges[0].push_back(4); // faces on edge
611
612    edges[1].push_back(1); edges[1].push_back(2); // corner points on edge
613    edges[1].push_back(2); edges[1].push_back(1); // faces on edge
614
615    edges[2].push_back(2); edges[2].push_back(3); // corner points on edge
616    edges[2].push_back(2); edges[2].push_back(5); // faces on edge
617
618    edges[3].push_back(3); edges[3].push_back(0); // corner points on edge
619    edges[3].push_back(2); edges[3].push_back(0); // faces on edge
620
621
622    edges[4].push_back(0); edges[4].push_back(4); // corner points on edge
623    edges[4].push_back(0); edges[4].push_back(4); // faces on edge
624
625    edges[5].push_back(1); edges[5].push_back(5); // corner points on edge
626    edges[5].push_back(4); edges[5].push_back(1); // faces on edge
627
628    edges[6].push_back(2); edges[6].push_back(6); // corner points on edge
629    edges[6].push_back(1); edges[6].push_back(5); // faces on edge
630
631    edges[7].push_back(3); edges[7].push_back(7); // corner points on edge
632    edges[7].push_back(5); edges[7].push_back(0); // faces on edge
633
634
635    edges[8].push_back(4); edges[8].push_back(5); // corner points on edge
636    edges[8].push_back(3); edges[8].push_back(4); // faces on edge
637
638    edges[9].push_back(5); edges[9].push_back(6); // corner points on edge
639    edges[9].push_back(3); edges[9].push_back(1); // faces on edge
640
641    edges[10].push_back(6);edges[10].push_back(7); // corner points on edge
642    edges[10].push_back(3);edges[10].push_back(5); // faces on edge
643
644    edges[11].push_back(7); edges[11].push_back(4); // corner points on edge
645    edges[11].push_back(3); edges[11].push_back(0); // faces on edge
646}
647
648
649///////////////////////////////////////////////////////////////////////////////////////////////
650//
651// ViewDependentData
652//
653ViewDependentShadowMap::ViewDependentData::ViewDependentData(ViewDependentShadowMap* vdsm):
654    _viewDependentShadowMap(vdsm)
655{
656    OSG_INFO<<"ViewDependentData::ViewDependentData()"<<this<<std::endl;
657    _stateset = new osg::StateSet;
658}
659
660void ViewDependentShadowMap::ViewDependentData::releaseGLObjects(osg::State* state) const
661{
662    for(ShadowDataList::const_iterator itr = _shadowDataList.begin();
663        itr != _shadowDataList.end();
664        ++itr)
665    {
666        (*itr)->releaseGLObjects(state);
667    }
668}
669
670///////////////////////////////////////////////////////////////////////////////////////////////
671//
672// ViewDependentShadowMap
673//
674ViewDependentShadowMap::ViewDependentShadowMap():
675    ShadowTechnique()
676{
677    _shadowRecievingPlaceholderStateSet = new osg::StateSet;
678}
679
680ViewDependentShadowMap::ViewDependentShadowMap(const ViewDependentShadowMap& vdsm, const osg::CopyOp& copyop):
681    ShadowTechnique(vdsm,copyop)
682{
683    _shadowRecievingPlaceholderStateSet = new osg::StateSet;
684}
685
686ViewDependentShadowMap::~ViewDependentShadowMap()
687{
688}
689
690
691void ViewDependentShadowMap::init()
692{
693    if (!_shadowedScene) return;
694
695    OSG_INFO<<"ViewDependentShadowMap::init()"<<std::endl;
696
697    createShaders();
698
699    _dirty = false;
700}
701
702void ViewDependentShadowMap::cleanSceneGraph()
703{
704    OSG_INFO<<"ViewDependentShadowMap::cleanSceneGraph()"<<std::endl;
705}
706
707ViewDependentShadowMap::ViewDependentData* ViewDependentShadowMap::createViewDependentData(osgUtil::CullVisitor* cv)
708{
709    return new ViewDependentData(this);
710}
711
712ViewDependentShadowMap::ViewDependentData* ViewDependentShadowMap::getViewDependentData(osgUtil::CullVisitor* cv)
713{
714    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_viewDependentDataMapMutex);
715    ViewDependentDataMap::iterator itr = _viewDependentDataMap.find(cv);
716    if (itr!=_viewDependentDataMap.end()) return itr->second.get();
717
718    osg::ref_ptr<ViewDependentData> vdd = createViewDependentData(cv);
719    _viewDependentDataMap[cv] = vdd;
720    return vdd.release();
721}
722
723void ViewDependentShadowMap::update(osg::NodeVisitor& nv)
724{
725    OSG_INFO<<"ViewDependentShadowMap::update(osg::NodeVisitor& "<<&nv<<")"<<std::endl;
726    _shadowedScene->osg::Group::traverse(nv);
727}
728
729void ViewDependentShadowMap::cull(osgUtil::CullVisitor& cv)
730{
731    OSG_INFO<<std::endl<<std::endl<<"ViewDependentShadowMap::cull(osg::CullVisitor&"<<&cv<<")"<<std::endl;
732
733    if (!_shadowCastingStateSet)
734    {
735        OSG_INFO<<"Warning, init() has not yet been called so ShadowCastingStateSet has not been setup yet, unable to create shadows."<<std::endl;
736        _shadowedScene->osg::Group::traverse(cv);
737        return;
738    }
739
740    ViewDependentData* vdd = getViewDependentData(&cv);
741
742    if (!vdd)
743    {
744        OSG_INFO<<"Warning, now ViewDependentData created, unable to create shadows."<<std::endl;
745        _shadowedScene->osg::Group::traverse(cv);
746        return;
747    }
748
749    OSG_INFO<<"cv->getProjectionMatrix()="<<*cv.getProjectionMatrix()<<std::endl;
750
751    osg::CullSettings::ComputeNearFarMode cachedNearFarMode = cv.getComputeNearFarMode();
752
753    osg::RefMatrix& viewProjectionMatrix = *cv.getProjectionMatrix();
754
755    // check whether this main views projection is perspective or orthographic
756    bool orthographicViewFrustum = viewProjectionMatrix(0,3)==0.0 &&
757                                   viewProjectionMatrix(1,3)==0.0 &&
758                                   viewProjectionMatrix(2,3)==0.0;
759
760    double minZNear = 0.0;
761    double maxZFar = DBL_MAX;
762
763    if (cachedNearFarMode==osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
764    {
765        double left, right, top, bottom;
766        if (orthographicViewFrustum)
767        {
768            viewProjectionMatrix.getOrtho(left, right, bottom, top, minZNear, maxZFar);
769        }
770        else
771        {
772            viewProjectionMatrix.getFrustum(left, right, bottom, top, minZNear, maxZFar);
773        }
774        OSG_INFO<<"minZNear="<<minZNear<<", maxZFar="<<maxZFar<<std::endl;
775    }
776
777    // set the compute near/far mode to the highest quality setting to ensure we push the near plan out as far as possible
778    cv.setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
779    //cv.setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_USING_PRIMITIVES);
780
781    // 1. Traverse main scene graph
782    cv.pushStateSet( _shadowRecievingPlaceholderStateSet.get() );
783
784    osg::ref_ptr<osgUtil::StateGraph> decoratorStateGraph = cv.getCurrentStateGraph();
785
786    cullShadowReceivingScene(&cv);
787
788    cv.popStateSet();
789
790    if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
791    {
792        OSG_INFO<<"Just done main subgraph traversak"<<std::endl;
793        // make sure that the near plane is computed correctly so that any projection matrix computations
794        // are all done correctly.
795        cv.computeNearPlane();
796    }
797
798    Frustum frustum(&cv, minZNear, maxZFar);
799
800    // return compute near far mode back to it's original settings
801    cv.setComputeNearFarMode(cachedNearFarMode);
802
803    OSG_INFO<<"frustum.eye="<<frustum.eye<<", frustum.centerNearPlane, "<<frustum.centerNearPlane<<" distance = "<<(frustum.eye-frustum.centerNearPlane).length()<<std::endl;
804
805
806    // 2. select active light sources
807    //    create a list of light sources + their matrices to place them
808    selectActiveLights(&cv, vdd);
809
810    ShadowSettings* settings = getShadowedScene()->getShadowSettings();
811
812    unsigned int pos_x = 0;
813    unsigned int textureUnit = settings->getBaseShadowTextureUnit();
814    unsigned int numValidShadows = 0;
815
816    ShadowDataList& sdl = vdd->getShadowDataList();
817    ShadowDataList previous_sdl;
818    previous_sdl.swap(sdl);
819
820    unsigned int numShadowMapsPerLight = settings->getNumShadowMapsPerLight();
821    if (numShadowMapsPerLight>2)
822    {
823        OSG_NOTICE<<"numShadowMapsPerLight of "<<numShadowMapsPerLight<<" is greater than maximum supported, falling back to 2."<<std::endl;
824        numShadowMapsPerLight = 2;
825    }
826
827    LightDataList& pll = vdd->getLightDataList();
828    for(LightDataList::iterator itr = pll.begin();
829        itr != pll.end();
830        ++itr)
831    {
832        // 3. create per light/per shadow map division of lightspace/frustum
833        //    create a list of light/shadow map data structures
834
835        LightData& pl = **itr;
836
837        // 3.1 compute light space polytope
838        //
839        osg::Polytope polytope = computeLightViewFrustumPolytope(frustum, pl);
840
841        // if polytope is empty then no rendering.
842        if (polytope.empty())
843        {
844            OSG_NOTICE<<"Polytope empty no shadow to render"<<std::endl;
845            continue;
846        }
847
848        // 3.2 compute RTT camera view+projection matrix settings
849        //
850        osg::Matrixd projectionMatrix;
851        osg::Matrixd viewMatrix;
852        if (!computeShadowCameraSettings(frustum, pl, projectionMatrix, viewMatrix))
853        {
854            OSG_NOTICE<<"No valid Camera settings, no shadow to render"<<std::endl;
855            continue;
856        }
857
858        // if we are using multiple shadow maps and CastShadowTraversalMask is being used
859        // traverse the scene to compute the extents of the objects
860        if (/*numShadowMapsPerLight>1 &&*/ _shadowedScene->getCastsShadowTraversalMask()!=0xffffffff)
861        {
862            // osg::ElapsedTime timer;
863
864            osg::ref_ptr<osg::Viewport> viewport = new osg::Viewport(0,0,2048,2048);
865            ComputeLightSpaceBounds clsb(viewport.get(), projectionMatrix, viewMatrix);
866            clsb.setTraversalMask(_shadowedScene->getCastsShadowTraversalMask());
867
868            osg::Matrixd invertModelView;
869            invertModelView.invert(viewMatrix);
870            osg::Polytope local_polytope(polytope);
871            local_polytope.transformProvidingInverse(invertModelView);
872
873            osg::CullingSet& cs = clsb.getProjectionCullingStack().back();
874            cs.setFrustum(local_polytope);
875            clsb.pushCullingSet();
876
877            _shadowedScene->accept(clsb);
878
879            // OSG_NOTICE<<"Extents of LightSpace "<<clsb._bb.xMin()<<", "<<clsb._bb.xMax()<<", "<<clsb._bb.yMin()<<", "<<clsb._bb.yMax()<<", "<<clsb._bb.zMin()<<", "<<clsb._bb.zMax()<<std::endl;
880            // OSG_NOTICE<<"  time "<<timer.elapsedTime_m()<<"ms, mask = "<<std::hex<<_shadowedScene->getCastsShadowTraversalMask()<<std::endl;
881
882            if (clsb._bb.xMin()>-1.0f || clsb._bb.xMax()<1.0f || clsb._bb.yMin()>-1.0f || clsb._bb.yMax()<1.0f)
883            {
884                // OSG_NOTICE<<"Need to clamp projection matrix"<<std::endl;
885
886#if 1
887                double xMid = (clsb._bb.xMin()+clsb._bb.xMax())*0.5f;
888                double xRange = clsb._bb.xMax()-clsb._bb.xMin();
889#else
890                double xMid = 0.0;
891                double xRange = 2.0;
892#endif
893                double yMid = (clsb._bb.yMin()+clsb._bb.yMax())*0.5f;
894                double yRange = (clsb._bb.yMax()-clsb._bb.yMin());
895
896                // OSG_NOTICE<<"  xMid="<<xMid<<", yMid="<<yMid<<", xRange="<<xRange<<", yRange="<<yRange<<std::endl;
897
898                projectionMatrix =
899                    projectionMatrix *
900                    osg::Matrixd::translate(osg::Vec3d(-xMid,-yMid,0.0)) *
901                    osg::Matrixd::scale(osg::Vec3d(2.0/xRange, 2.0/yRange,1.0));
902
903            }
904
905        }
906
907        double splitPoint = 0.0;
908
909        if (numShadowMapsPerLight>1)
910        {
911            osg::Vec3d eye_v = frustum.eye * viewMatrix;
912            osg::Vec3d center_v = frustum.center * viewMatrix;
913            osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
914            osg::Vec3d lightdir(0.0,0.0,-1.0);
915
916            double dotProduct_v = lightdir * viewdir_v;
917            double angle = acosf(dotProduct_v);
918
919            osg::Vec3d eye_ls = eye_v * projectionMatrix;
920
921            OSG_INFO<<"Angle between view vector and eye "<<osg::RadiansToDegrees(angle)<<std::endl;
922            OSG_INFO<<"eye_ls="<<eye_ls<<std::endl;
923
924            if (eye_ls.y()>=-1.0 && eye_ls.y()<=1.0)
925            {
926                OSG_INFO<<"Eye point inside light space clip region   "<<std::endl;
927                splitPoint = 0.0;
928            }
929            else
930            {
931                double n = -1.0-eye_ls.y();
932                double f = 1.0-eye_ls.y();
933                double sqrt_nf = sqrt(n*f);
934                double mid = eye_ls.y()+sqrt_nf;
935                double ratioOfMidToUseForSplit = 0.8;
936                splitPoint = mid * ratioOfMidToUseForSplit;
937
938                OSG_INFO<<"  n="<<n<<", f="<<f<<", sqrt_nf="<<sqrt_nf<<" mid="<<mid<<std::endl;
939            }
940        }
941
942        // 4. For each light/shadow map
943        for (unsigned int sm_i=0; sm_i<numShadowMapsPerLight; ++sm_i)
944        {
945            osg::ref_ptr<ShadowData> sd;
946
947            if (previous_sdl.empty())
948            {
949                OSG_INFO<<"Create new ShadowData"<<std::endl;
950                sd = new ShadowData(vdd);
951            }
952            else
953            {
954                OSG_INFO<<"Taking ShadowData from from of previous_sdl"<<std::endl;
955                sd = previous_sdl.front();
956                previous_sdl.erase(previous_sdl.begin());
957            }
958
959            osg::ref_ptr<osg::Camera> camera = sd->_camera;
960
961            camera->setProjectionMatrix(projectionMatrix);
962            camera->setViewMatrix(viewMatrix);
963
964            if (settings->getDebugDraw())
965            {
966                camera->getViewport()->x() = pos_x;
967                pos_x += camera->getViewport()->width() + 40;
968            }
969
970            // transform polytope in model coords into light spaces eye coords.
971            osg::Matrixd invertModelView;
972            invertModelView.invert(camera->getViewMatrix());
973
974            osg::Polytope local_polytope(polytope);
975            local_polytope.transformProvidingInverse(invertModelView);
976
977
978            if (numShadowMapsPerLight>1)
979            {
980                // compute the start and end range in non-dimensional coords
981#if 0
982                double r_start = (sm_i==0) ? -1.0 : (double(sm_i)/double(numShadowMapsPerLight)*2.0-1.0);
983                double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : (double(sm_i+1)/double(numShadowMapsPerLight)*2.0-1.0);
984#endif
985
986                // hardwired for 2 splits
987                double r_start = (sm_i==0) ? -1.0 : splitPoint;
988                double r_end = (sm_i+1==numShadowMapsPerLight) ? 1.0 : splitPoint;
989
990                // for all by the last shadowmap shift the r_end so that it overlaps slightly with the next shadowmap
991                // to prevent a seam showing through between the shadowmaps
992                if (sm_i+1<numShadowMapsPerLight) r_end+=0.01;
993
994
995                if (sm_i>0)
996                {
997                    // not the first shadowmap so insert a polytope to clip the scene from before r_start
998
999                    // plane in clip space coords
1000                    osg::Plane plane(0.0,1.0,0.0,-r_start);
1001
1002                    // transform into eye coords
1003                    plane.transformProvidingInverse(projectionMatrix);
1004                    local_polytope.getPlaneList().push_back(plane);
1005
1006                    //OSG_NOTICE<<"Adding r_start plane "<<plane<<std::endl;
1007
1008                }
1009
1010                if (sm_i+1<numShadowMapsPerLight)
1011                {
1012                    // not the last shadowmap so insert a polytope to clip the scene from beyond r_end
1013
1014                    // plane in clip space coords
1015                    osg::Plane plane(0.0,-1.0,0.0,r_end);
1016
1017                    // transform into eye coords
1018                    plane.transformProvidingInverse(projectionMatrix);
1019                    local_polytope.getPlaneList().push_back(plane);
1020
1021                    //OSG_NOTICE<<"Adding r_end plane "<<plane<<std::endl;
1022                }
1023
1024                local_polytope.setupMask();
1025
1026
1027                // OSG_NOTICE<<"Need to adjust RTT camera projection and view matrix here, r_start="<<r_start<<", r_end="<<r_end<<std::endl;
1028                // OSG_NOTICE<<"  textureUnit = "<<textureUnit<<std::endl;
1029
1030                double mid_r = (r_start+r_end)*0.5;
1031                double range_r = (r_end-r_start);
1032
1033                // OSG_NOTICE<<"  mid_r = "<<mid_r<<", range_r = "<<range_r<<std::endl;
1034
1035                camera->setProjectionMatrix(
1036                    camera->getProjectionMatrix() *
1037                    osg::Matrixd::translate(osg::Vec3d(0.0,-mid_r,0.0)) *
1038                    osg::Matrixd::scale(osg::Vec3d(1.0,2.0/range_r,1.0)));
1039
1040            }
1041
1042
1043            osg::ref_ptr<VDSMCameraCullCallback> vdsmCallback = new VDSMCameraCullCallback(this, local_polytope);
1044            camera->setCullCallback(vdsmCallback.get());
1045
1046            // 4.3 traverse RTT camera
1047            //
1048
1049            cv.pushStateSet(_shadowCastingStateSet.get());
1050
1051            cullShadowCastingScene(&cv, camera.get());
1052
1053            cv.popStateSet();
1054
1055            if (!orthographicViewFrustum && settings->getShadowMapProjectionHint()==ShadowSettings::PERSPECTIVE_SHADOW_MAP)
1056            {
1057                adjustPerspectiveShadowMapCameraSettings(vdsmCallback->getRenderStage(), frustum, pl, camera.get());
1058                if (vdsmCallback->getProjectionMatrix())
1059                {
1060                    vdsmCallback->getProjectionMatrix()->set(camera->getProjectionMatrix());
1061                }
1062            }
1063
1064            // 4.4 compute main scene graph TexGen + uniform settings + setup state
1065            //
1066            assignTexGenSettings(&cv, camera.get(), textureUnit, sd->_texgen.get());
1067
1068            // mark the light as one that has active shadows and requires shaders
1069            pl.textureUnits.push_back(textureUnit);
1070
1071            // pass on shadow data to ShadowDataList
1072            sd->_textureUnit = textureUnit;
1073
1074            if (textureUnit >= 8)
1075            {
1076                OSG_NOTICE<<"Shadow texture unit is invalid for texgen, will not be used."<<std::endl;
1077            }
1078            else
1079            {
1080                sdl.push_back(sd);
1081            }
1082
1083            // increment counters.
1084            ++textureUnit;
1085            ++numValidShadows ;
1086        }
1087    }
1088
1089    if (numValidShadows>0)
1090    {
1091        decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd));
1092    }
1093
1094    // OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
1095}
1096
1097bool ViewDependentShadowMap::selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const
1098{
1099    OSG_INFO<<"selectActiveLights"<<std::endl;
1100
1101    LightDataList& pll = vdd->getLightDataList();
1102
1103    LightDataList previous_ldl;
1104    previous_ldl.swap(pll);
1105
1106    //MR testing giving a specific light
1107    osgUtil::RenderStage * rs = cv->getCurrentRenderBin()->getStage();
1108
1109    OSG_INFO<<"selectActiveLights osgUtil::RenderStage="<<rs<<std::endl;
1110
1111    osg::Matrixd modelViewMatrix = *(cv->getModelViewMatrix());
1112
1113    osgUtil::PositionalStateContainer::AttrMatrixList& aml =
1114        rs->getPositionalStateContainer()->getAttrMatrixList();
1115
1116
1117    const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
1118
1119    for(osgUtil::PositionalStateContainer::AttrMatrixList::reverse_iterator itr = aml.rbegin();
1120        itr != aml.rend();
1121        ++itr)
1122    {
1123        const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
1124        if (light && light->getLightNum() >= 0)
1125        {
1126            // is LightNum matched to that defined in settings
1127            if (settings && settings->getLightNum()>=0 && light->getLightNum()!=settings->getLightNum()) continue;
1128
1129            LightDataList::iterator pll_itr = pll.begin();
1130            for(; pll_itr != pll.end(); ++pll_itr)
1131            {
1132                if ((*pll_itr)->light->getLightNum()==light->getLightNum()) break;
1133            }
1134
1135            if (pll_itr==pll.end())
1136            {
1137                OSG_INFO<<"Light num "<<light->getLightNum()<<std::endl;
1138                LightData* ld = new LightData(vdd);
1139                ld->setLightData(itr->second.get(), light, modelViewMatrix);
1140                pll.push_back(ld);
1141            }
1142            else
1143            {
1144                OSG_INFO<<"Light num "<<light->getLightNum()<<" already used, ignore light"<<std::endl;
1145            }
1146        }
1147    }
1148
1149    return !pll.empty();
1150}
1151
1152void ViewDependentShadowMap::createShaders()
1153{
1154    OSG_INFO<<"ViewDependentShadowMap::createShaders()"<<std::endl;
1155
1156    unsigned int _baseTextureUnit = 0;
1157
1158    _shadowCastingStateSet = new osg::StateSet;
1159
1160    ShadowSettings* settings = getShadowedScene()->getShadowSettings();
1161
1162    if (!settings->getDebugDraw())
1163    {
1164        // note soft (attribute only no mode override) setting. When this works ?
1165        // 1. for objects prepared for backface culling
1166        //    because they usually also set CullFace and CullMode on in their state
1167        //    For them we override CullFace but CullMode remains set by them
1168        // 2. For one faced, trees, and similar objects which cannot use
1169        //    backface nor front face so they usually use CullMode off set here.
1170        //    In this case we will draw them in their entirety.
1171
1172        _shadowCastingStateSet->setAttribute( new osg::CullFace( osg::CullFace::FRONT ),
1173                osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
1174
1175        // make sure GL_CULL_FACE is off by default
1176        // we assume that if object has cull face attribute set to back
1177        // it will also set cull face mode ON so no need for override
1178        _shadowCastingStateSet->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
1179    }
1180
1181#if 1
1182    float factor = 1.1;
1183    float units =  4.0;
1184#else
1185    float factor = -1.1;
1186    float units =  -4.0;
1187#endif
1188    _polygonOffset = new osg::PolygonOffset(factor, units);
1189    _shadowCastingStateSet->setAttribute(_polygonOffset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
1190    _shadowCastingStateSet->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
1191
1192
1193    _uniforms.clear();
1194    osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("baseTexture",(int)_baseTextureUnit);
1195    _uniforms.push_back(baseTextureSampler.get());
1196
1197    osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
1198    _uniforms.push_back(baseTextureUnit.get());
1199
1200    for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
1201    {
1202        {
1203            std::stringstream sstr;
1204            sstr<<"shadowTexture"<<sm_i;
1205            osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
1206            _uniforms.push_back(shadowTextureSampler.get());
1207        }
1208
1209        {
1210            std::stringstream sstr;
1211            sstr<<"shadowTextureUnit"<<sm_i;
1212            osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
1213            _uniforms.push_back(shadowTextureUnit.get());
1214        }
1215    }
1216
1217    switch(settings->getShaderHint())
1218    {
1219        case(ShadowSettings::NO_SHADERS):
1220        {
1221            OSG_INFO<<"No shaders provided by, user must supply own shaders"<<std::endl;
1222            break;
1223        }
1224        case(ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER):
1225        case(ShadowSettings::PROVIDE_FRAGMENT_SHADER):
1226        {
1227            _program = new osg::Program;
1228
1229            //osg::ref_ptr<osg::Shader> fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
1230            if (settings->getNumShadowMapsPerLight()==2)
1231            {
1232                _program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture_twoShadowMaps));
1233            }
1234            else
1235            {
1236                _program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture));
1237            }
1238
1239            break;
1240        }
1241    }
1242
1243    {
1244        osg::ref_ptr<osg::Image> image = new osg::Image;
1245        image->allocateImage( 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE );
1246        *(osg::Vec4ub*)image->data() = osg::Vec4ub( 0xFF, 0xFF, 0xFF, 0xFF );
1247
1248        _fallbackBaseTexture = new osg::Texture2D(image.get());
1249        _fallbackBaseTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
1250        _fallbackBaseTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
1251        _fallbackBaseTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
1252        _fallbackBaseTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
1253
1254        _fallbackShadowMapTexture = new osg::Texture2D(image.get());
1255        _fallbackShadowMapTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
1256        _fallbackShadowMapTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
1257        _fallbackShadowMapTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
1258        _fallbackShadowMapTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
1259
1260    }
1261}
1262
1263osg::Polytope ViewDependentShadowMap::computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight)
1264{
1265    OSG_INFO<<"computeLightViewFrustumPolytope()"<<std::endl;
1266
1267    osg::Polytope polytope;
1268    polytope.setToUnitFrustum();
1269
1270    polytope.transformProvidingInverse( frustum.projectionMatrix );
1271    polytope.transformProvidingInverse( frustum.modelViewMatrix );
1272
1273    osg::Polytope lightVolumePolytope;
1274
1275    if (positionedLight.directionalLight)
1276    {
1277        osg::Polytope::PlaneList& planes = polytope.getPlaneList();
1278        osg::Polytope::ClippingMask selector_mask = 0x1;
1279        osg::Polytope::ClippingMask result_mask = 0x0;
1280        for(unsigned int i=0; i<planes.size(); ++i, selector_mask <<= 1)
1281        {
1282            OSG_INFO<<"      plane "<<planes[i]<<"  planes["<<i<<"].dotProductNormal(lightDir)="<<planes[i].dotProductNormal(positionedLight.lightDir);
1283            if (planes[i].dotProductNormal(positionedLight.lightDir)>=0.0)
1284            {
1285                OSG_INFO<<"     Need remove side "<<i<<std::endl;
1286            }
1287            else
1288            {
1289                OSG_INFO<<std::endl;
1290                lightVolumePolytope.add(planes[i]);
1291                result_mask = result_mask | selector_mask;
1292            }
1293        }
1294
1295        OSG_INFO<<"    planes.size() = "<<planes.size()<<std::endl;
1296        OSG_INFO<<"    planes.getResultMask() = "<<polytope.getResultMask()<<std::endl;
1297        OSG_INFO<<"    resultMask = "<<result_mask<<std::endl;
1298        polytope.setResultMask(result_mask);
1299    }
1300    else
1301    {
1302        const osg::Polytope::PlaneList& planes = polytope.getPlaneList();
1303        osg::Polytope::ClippingMask selector_mask = 0x1;
1304        osg::Polytope::ClippingMask result_mask = 0x0;
1305        for(unsigned int i=0; i<planes.size(); ++i, selector_mask <<= 1)
1306        {
1307
1308            double d = planes[i].distance(positionedLight.lightPos3);
1309            OSG_INFO<<"      plane "<<planes[i]<<"  planes["<<i<<"].distance(lightPos3)="<<d;
1310            if (d<0.0)
1311            {
1312                OSG_INFO<<"     Need remove side "<<i<<std::endl;
1313            }
1314            else
1315            {
1316                OSG_INFO<<std::endl;
1317                lightVolumePolytope.add(planes[i]);
1318                result_mask = result_mask | selector_mask;
1319            }
1320        }
1321        OSG_INFO<<"    planes.size() = "<<planes.size()<<std::endl;
1322        OSG_INFO<<"    planes.getResultMask() = "<<polytope.getResultMask()<<std::endl;
1323        OSG_INFO<<"    resultMask = "<<result_mask<<std::endl;
1324        polytope.setResultMask(result_mask);
1325    }
1326
1327    OSG_INFO<<"Which frustum edges are active?"<<std::endl;
1328    for(unsigned int i=0; i<12; ++i)
1329    {
1330        Frustum::Indices& indices = frustum.edges[i];
1331
1332        unsigned int corner_a = indices[0];
1333        unsigned int corner_b = indices[1];
1334        unsigned int face_a = indices[2];
1335        unsigned int face_b = indices[3];
1336        bool face_a_active = (polytope.getResultMask()&(0x1<<face_a))!=0;
1337        bool face_b_active = (polytope.getResultMask()&(0x1<<face_b))!=0;
1338        unsigned int numActive = 0;
1339        if (face_a_active) ++numActive;
1340        if (face_b_active) ++numActive;
1341        if (numActive==1)
1342        {
1343
1344            osg::Plane boundaryPlane;
1345
1346            if (positionedLight.directionalLight)
1347            {
1348                osg::Vec3d normal = (frustum.corners[corner_b]-frustum.corners[corner_a])^positionedLight.lightDir;
1349                normal.normalize();
1350                boundaryPlane.set(normal, frustum.corners[corner_a]);
1351            }
1352            else
1353            {
1354                boundaryPlane.set(positionedLight.lightPos3, frustum.corners[corner_a], frustum.corners[corner_b]);
1355            }
1356
1357            OSG_INFO<<"Boundary Edge "<<i<<", corner_a="<<corner_a<<", corner_b="<<corner_b<<", face_a_active="<<face_a_active<<", face_b_active="<<face_b_active;
1358            if (boundaryPlane.distance(frustum.center)<0.0)
1359            {
1360                boundaryPlane.flip();
1361                OSG_INFO<<", flipped boundary edge "<<boundaryPlane<<std::endl;
1362            }
1363            else
1364            {
1365                OSG_INFO<<", no need to flip boundary edge "<<boundaryPlane<<std::endl;
1366            }
1367            lightVolumePolytope.add(boundaryPlane);
1368        }
1369        else OSG_INFO<<"Internal Edge "<<i<<", corner_a="<<corner_a<<", corner_b="<<corner_b<<", face_a_active="<<face_a_active<<", face_b_active="<<face_b_active<<std::endl;
1370    }
1371
1372
1373    const osg::Polytope::PlaneList& planes = lightVolumePolytope.getPlaneList();
1374    for(unsigned int i=0; i<planes.size(); ++i)
1375    {
1376        OSG_INFO<<"      plane "<<planes[i]<<"  "<<((lightVolumePolytope.getResultMask() & (0x1<<i))?"on":"off")<<std::endl;
1377    }
1378
1379    return lightVolumePolytope;
1380}
1381
1382bool ViewDependentShadowMap::computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix)
1383{
1384    OSG_INFO<<"standardShadowMapCameraSettings()"<<std::endl;
1385
1386    osg::Vec3d lightSide;
1387
1388    const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
1389
1390    double dotProduct_v = positionedLight.lightDir * frustum.frustumCenterLine;
1391    double gamma_v = acos(dotProduct_v);
1392    if (gamma_v<osg::DegreesToRadians(settings->getPerspectiveShadowMapCutOffAngle()) || gamma_v>osg::DegreesToRadians(180.0-settings->getPerspectiveShadowMapCutOffAngle()))
1393    {
1394        OSG_INFO<<"View direction and Light direction below tolerance"<<std::endl;
1395        osg::Vec3d viewSide = osg::Matrixd::transform3x3(frustum.modelViewMatrix, osg::Vec3d(1.0,0.0,0.0));
1396        lightSide = positionedLight.lightDir ^ (viewSide ^ positionedLight.lightDir);
1397        lightSide.normalize();
1398    }
1399    else
1400    {
1401        lightSide = positionedLight.lightDir ^ frustum.frustumCenterLine;
1402        lightSide.normalize();
1403    }
1404
1405    osg::Vec3d lightUp = lightSide ^ positionedLight.lightDir;
1406
1407#if 0
1408    OSG_NOTICE<<"positionedLight.lightDir="<<positionedLight.lightDir<<std::endl;
1409    OSG_NOTICE<<"lightSide="<<lightSide<<std::endl;
1410    OSG_NOTICE<<"lightUp="<<lightUp<<std::endl;
1411#endif
1412
1413
1414    if (positionedLight.directionalLight)
1415    {
1416        double xMin=0.0, xMax=0.0;
1417        double yMin=0.0, yMax=0.0;
1418        double zMin=0.0, zMax=0.0;
1419
1420        for(Frustum::Vertices::iterator itr = frustum.corners.begin();
1421            itr != frustum.corners.end();
1422            ++itr)
1423        {
1424            osg::Vec3d cornerDelta(*itr - frustum.center);
1425            osg::Vec3d cornerInLightCoords(cornerDelta*lightSide,
1426                                           cornerDelta*lightUp,
1427                                           cornerDelta*positionedLight.lightDir);
1428
1429            OSG_INFO<<"    corner ="<<*itr<<" in lightcoords "<<cornerInLightCoords<<std::endl;
1430
1431            xMin = osg::minimum( xMin, cornerInLightCoords.x());
1432            xMax = osg::maximum( xMax, cornerInLightCoords.x());
1433            yMin = osg::minimum( yMin, cornerInLightCoords.y());
1434            yMax = osg::maximum( yMax, cornerInLightCoords.y());
1435            zMin = osg::minimum( zMin, cornerInLightCoords.z());
1436            zMax = osg::maximum( zMax, cornerInLightCoords.z());
1437        }
1438
1439        OSG_INFO<<"before bs xMin="<<xMin<<", xMax="<<xMax<<", yMin="<<yMin<<", yMax="<<yMax<<", zMin="<<zMin<<", zMax="<<zMax<<std::endl;
1440
1441        osg::BoundingSphere bs = _shadowedScene->getBound();
1442        osg::Vec3d modelCenterRelativeFrustumCenter(bs.center()-frustum.center);
1443        osg::Vec3d modelCenterInLightCoords(modelCenterRelativeFrustumCenter*lightSide,
1444                                            modelCenterRelativeFrustumCenter*lightUp,
1445                                            modelCenterRelativeFrustumCenter*positionedLight.lightDir);
1446
1447        OSG_INFO<<"modelCenterInLight="<<modelCenterInLightCoords<<" radius="<<bs.radius()<<std::endl;
1448        double radius(bs.radius());
1449
1450        xMin = osg::maximum(xMin, modelCenterInLightCoords.x()-radius);
1451        xMax = osg::minimum(xMax, modelCenterInLightCoords.x()+radius);
1452        yMin = osg::maximum(yMin, modelCenterInLightCoords.y()-radius);
1453        yMax = osg::minimum(yMax, modelCenterInLightCoords.y()+radius);
1454        zMin = modelCenterInLightCoords.z()-radius;
1455        zMax = osg::minimum(zMax, modelCenterInLightCoords.z()+radius);
1456
1457        OSG_INFO<<"after bs xMin="<<xMin<<", xMax="<<xMax<<", yMin="<<yMin<<", yMax="<<yMax<<", zMin="<<zMin<<", zMax="<<zMax<<std::endl;
1458
1459        if (xMin>=xMax || yMin>=yMax || zMin>=zMax)
1460        {
1461            OSG_INFO<<"Warning nothing available to create shadows"<<zMax<<std::endl;
1462            return false;
1463        }
1464        else
1465        {
1466            projectionMatrix.makeOrtho(xMin,xMax, yMin, yMax,0.0,zMax-zMin);
1467            viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center+positionedLight.lightDir*zMax, lightUp);
1468        }
1469    }
1470    else
1471    {
1472        double zMax=-DBL_MAX;
1473
1474        OSG_INFO<<"lightDir = "<<positionedLight.lightDir<<std::endl;
1475        OSG_INFO<<"lightPos3 = "<<positionedLight.lightPos3<<std::endl;
1476        for(Frustum::Vertices::iterator itr = frustum.corners.begin();
1477            itr != frustum.corners.end();
1478            ++itr)
1479        {
1480            osg::Vec3d cornerDelta(*itr - positionedLight.lightPos3);
1481            osg::Vec3d cornerInLightCoords(cornerDelta*lightSide,
1482                                           cornerDelta*lightUp,
1483                                           cornerDelta*positionedLight.lightDir);
1484
1485            OSG_INFO<<"   cornerInLightCoords= "<<cornerInLightCoords<<std::endl;
1486
1487            zMax = osg::maximum( zMax, cornerInLightCoords.z());
1488        }
1489
1490        OSG_INFO<<"zMax = "<<zMax<<std::endl;
1491
1492        if (zMax<0.0)
1493        {
1494            // view frustum entirely behind light
1495            return false;
1496        }
1497
1498        double minRatio = 0.0001;
1499        double zMin=zMax*minRatio;
1500
1501        double fov = positionedLight.light->getSpotCutoff() * 2.0;
1502        if(fov < 180.0)   // spotlight
1503        {
1504            projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
1505            viewMatrix.makeLookAt(positionedLight.lightPos3,
1506                                          positionedLight.lightPos3+positionedLight.lightDir, lightUp);
1507        }
1508        else
1509        {
1510            double fovMAX = 160.0f;
1511            fov = 0.0;
1512
1513            // calculate the max FOV from the corners of the frustum relative to the light position
1514            for(Frustum::Vertices::iterator itr = frustum.corners.begin();
1515                itr != frustum.corners.end();
1516                ++itr)
1517            {
1518                osg::Vec3d cornerDelta(*itr - positionedLight.lightPos3);
1519                double length = cornerDelta.length();
1520
1521                if (length==0.0) fov = osg::minimum(fov, 180.0);
1522                else
1523                {
1524                    double dotProduct = cornerDelta*positionedLight.lightDir;
1525                    double angle = 2.0*osg::RadiansToDegrees( acos(dotProduct/length) );
1526                    fov = osg::maximum(fov, angle);
1527                }
1528            }
1529
1530            OSG_INFO<<"Computed fov = "<<fov<<std::endl;
1531
1532            if (fov>fovMAX)
1533            {
1534                OSG_INFO<<"Clampping fov = "<<fov<<std::endl;
1535                fov=fovMAX;
1536            }
1537
1538            projectionMatrix.makePerspective(fov, 1.0, zMin, zMax);
1539            viewMatrix.makeLookAt(positionedLight.lightPos3,
1540                                  positionedLight.lightPos3+positionedLight.lightDir, lightUp);
1541
1542        }
1543    }
1544    return true;
1545}
1546
1547struct ConvexHull
1548{
1549    typedef std::vector<osg::Vec3d> Vertices;
1550    typedef std::pair< osg::Vec3d, osg::Vec3d > Edge;
1551    typedef std::list< Edge > Edges;
1552
1553    Edges _edges;
1554
1555    bool valid() const { return !_edges.empty(); }
1556
1557    void setToFrustum(ViewDependentShadowMap::Frustum& frustum)
1558    {
1559        _edges.push_back( Edge(frustum.corners[0],frustum.corners[1]) );
1560        _edges.push_back( Edge(frustum.corners[1],frustum.corners[2]) );
1561        _edges.push_back( Edge(frustum.corners[2],frustum.corners[3]) );
1562        _edges.push_back( Edge(frustum.corners[3],frustum.corners[0]) );
1563
1564        _edges.push_back( Edge(frustum.corners[4],frustum.corners[5]) );
1565        _edges.push_back( Edge(frustum.corners[5],frustum.corners[6]) );
1566        _edges.push_back( Edge(frustum.corners[6],frustum.corners[7]) );
1567        _edges.push_back( Edge(frustum.corners[7],frustum.corners[4]) );
1568
1569        _edges.push_back( Edge(frustum.corners[0],frustum.corners[4]) );
1570        _edges.push_back( Edge(frustum.corners[1],frustum.corners[5]) );
1571        _edges.push_back( Edge(frustum.corners[2],frustum.corners[6]) );
1572        _edges.push_back( Edge(frustum.corners[3],frustum.corners[7]) );
1573    }
1574
1575    void transform(const osg::Matrixd& m)
1576    {
1577        for(Edges::iterator itr = _edges.begin();
1578            itr != _edges.end();
1579            ++itr)
1580        {
1581            itr->first = itr->first * m;
1582            itr->second = itr->second * m;
1583        }
1584    }
1585
1586    void clip(const osg::Plane& plane)
1587    {
1588        Vertices intersections;
1589
1590        // OSG_NOTICE<<"clip("<<plane<<") edges.size()="<<_edges.size()<<std::endl;
1591        for(Edges::iterator itr = _edges.begin();
1592            itr != _edges.end();
1593            )
1594        {
1595            double d0 = plane.distance(itr->first);
1596            double d1 = plane.distance(itr->second);
1597            if (d0<0.0 && d1<0.0)
1598            {
1599                // OSG_NOTICE<<"  Edge completely outside, removing"<<std::endl;
1600                Edges::iterator to_delete_itr = itr;
1601                ++itr;
1602                _edges.erase(to_delete_itr);
1603            }
1604            else if (d0>=0.0 && d1>=0.0)
1605            {
1606                // OSG_NOTICE<<"  Edge completely inside"<<std::endl;
1607                ++itr;
1608            }
1609            else
1610            {
1611                osg::Vec3d& v0 = itr->first;
1612                osg::Vec3d& v1 = itr->second;
1613                osg::Vec3d intersection = v0 - (v1-v0)*(d0/(d1-d0));
1614                intersections.push_back(intersection);
1615                // OSG_NOTICE<<"  Edge across clip plane, v0="<<v0<<", v1="<<v1<<", intersection= "<<intersection<<std::endl;
1616                if (d0<0.0)
1617                {
1618                    // move first vertex on edge
1619                    v0 = intersection;
1620                }
1621                else
1622                {
1623                    // move second vertex on edge
1624                    v1 = intersection;
1625                }
1626
1627                ++itr;
1628            }
1629        }
1630        // OSG_NOTICE<<"After clipping, have "<<intersections.size()<<" to insert"<<std::endl;
1631
1632        if (intersections.size() < 2)
1633        {
1634            return;
1635        }
1636
1637        if (intersections.size() == 2)
1638        {
1639            _edges.push_back( Edge(intersections[0], intersections[1]) );
1640            return;
1641        }
1642
1643        if (intersections.size() == 3)
1644        {
1645            _edges.push_back( Edge(intersections[0], intersections[1]) );
1646            _edges.push_back( Edge(intersections[1], intersections[2]) );
1647            _edges.push_back( Edge(intersections[2], intersections[0]) );
1648            return;
1649        }
1650
1651        // more than 3 intersections so have to sort them in clockwise order so that
1652        // we can generate the edges correctly.
1653
1654        osg::Vec3d normal(plane.getNormal());
1655
1656        osg::Vec3d side_x = osg::Vec3d(1.0,0.0,0.0) ^ normal;
1657        osg::Vec3d side_y = osg::Vec3d(0.0,1.0,0.0) ^ normal;
1658        osg::Vec3d side = (side_x.length2()>=side_y.length2()) ? side_x : side_y;
1659        side.normalize();
1660
1661        osg::Vec3d up = side ^ normal;
1662        up.normalize();
1663
1664        osg::Vec3d center;
1665        for(Vertices::iterator itr = intersections.begin();
1666            itr != intersections.end();
1667            ++itr)
1668        {
1669            center += *itr;
1670        }
1671
1672        center /= double(intersections.size());
1673
1674        typedef std::map<double, osg::Vec3d> VertexMap;
1675        VertexMap vertexMap;
1676        for(Vertices::iterator itr = intersections.begin();
1677            itr != intersections.end();
1678            ++itr)
1679        {
1680            osg::Vec3d dv = (*itr-center);
1681            double h = dv * side;
1682            double v = dv * up;
1683            double angle = atan2(h,v);
1684            // OSG_NOTICE<<"angle = "<<osg::RadiansToDegrees(angle)<<", h="<<h<<" v= "<<v<<std::endl;
1685            vertexMap[angle] = *itr;
1686        }
1687
1688        osg::Vec3d previous_v = vertexMap.rbegin()->second;
1689        for(VertexMap::iterator itr = vertexMap.begin();
1690            itr != vertexMap.end();
1691            ++itr)
1692        {
1693            _edges.push_back(Edge(previous_v, itr->second));
1694            previous_v = itr->second;
1695        }
1696
1697        // OSG_NOTICE<<"  after clip("<<plane<<") edges.size()="<<_edges.size()<<std::endl;
1698    }
1699
1700    void clip(const osg::Polytope& polytope)
1701    {
1702        const osg::Polytope::PlaneList& planes = polytope.getPlaneList();
1703        for(osg::Polytope::PlaneList::const_iterator itr = planes.begin();
1704            itr != planes.end();
1705            ++itr)
1706        {
1707            clip(*itr);
1708        }
1709    }
1710
1711    double min(unsigned int index) const
1712    {
1713        double m = DBL_MAX;
1714        for(Edges::const_iterator itr = _edges.begin();
1715            itr != _edges.end();
1716            ++itr)
1717        {
1718            const Edge& edge = *itr;
1719            if (edge.first[index]<m) m = edge.first[index];
1720            if (edge.second[index]<m) m = edge.second[index];
1721        }
1722        return m;
1723    }
1724
1725    double max(unsigned int index) const
1726    {
1727        double m = -DBL_MAX;
1728        for(Edges::const_iterator itr = _edges.begin();
1729            itr != _edges.end();
1730            ++itr)
1731        {
1732            const Edge& edge = *itr;
1733            if (edge.first[index]>m) m = edge.first[index];
1734            if (edge.second[index]>m) m = edge.second[index];
1735        }
1736        return m;
1737    }
1738
1739    double minRatio(const osg::Vec3d& eye, unsigned int index) const
1740    {
1741        double m = DBL_MAX;
1742        osg::Vec3d delta;
1743        double ratio;
1744        for(Edges::const_iterator itr = _edges.begin();
1745            itr != _edges.end();
1746            ++itr)
1747        {
1748            const Edge& edge = *itr;
1749
1750            delta = edge.first-eye;
1751            ratio = delta[index]/delta[1];
1752            if (ratio<m) m = ratio;
1753
1754            delta = edge.second-eye;
1755            ratio = delta[index]/delta[1];
1756            if (ratio<m) m = ratio;
1757        }
1758        return m;
1759    }
1760
1761    double maxRatio(const osg::Vec3d& eye, unsigned int index) const
1762    {
1763        double m = -DBL_MAX;
1764        osg::Vec3d delta;
1765        double ratio;
1766        for(Edges::const_iterator itr = _edges.begin();
1767            itr != _edges.end();
1768            ++itr)
1769        {
1770            const Edge& edge = *itr;
1771
1772            delta = edge.first-eye;
1773            ratio = delta[index]/delta[1];
1774            if (ratio>m) m = ratio;
1775
1776            delta = edge.second-eye;
1777            ratio = delta[index]/delta[1];
1778            if (ratio>m) m = ratio;
1779        }
1780        return m;
1781    }
1782
1783    void output(std::ostream& out)
1784    {
1785        out<<"ConvexHull"<<std::endl;
1786        for(Edges::const_iterator itr = _edges.begin();
1787            itr != _edges.end();
1788            ++itr)
1789        {
1790            const Edge& edge = *itr;
1791            out<<"   edge ("<<edge.first<<") ("<<edge.second<<")"<<std::endl;
1792        }
1793    }
1794};
1795
1796
1797struct RenderLeafBounds
1798{
1799    RenderLeafBounds():
1800        computeRatios(false),
1801        numRenderLeaf(0),
1802        n(0.0),
1803        previous_modelview(0),
1804        clip_min_x(-1.0), clip_max_x(1.0),
1805        clip_min_y(-1.0), clip_max_y(1.0),
1806        clip_min_z(-1.0), clip_max_z(1.0),
1807        clip_min_x_ratio(-DBL_MAX), clip_max_x_ratio(DBL_MAX),
1808        clip_min_z_ratio(-DBL_MAX), clip_max_z_ratio(DBL_MAX),
1809        min_x_ratio(DBL_MAX), max_x_ratio(-DBL_MAX),
1810        min_z_ratio(DBL_MAX), max_z_ratio(-DBL_MAX),
1811        min_x(1.0), max_x(-1.0),
1812        min_y(1.0), max_y(-1.0),
1813        min_z(1.0), max_z(-1.0)
1814    {
1815        //OSG_NOTICE<<std::endl<<"RenderLeafBounds"<<std::endl;
1816    }
1817
1818    void set(const osg::Matrixd& p)
1819    {
1820        computeRatios = false;
1821        light_p = p;
1822        clip_min_x = -DBL_MAX; clip_max_x = DBL_MAX;
1823        clip_min_y = -DBL_MAX; clip_max_y = DBL_MAX;
1824        clip_min_z = -DBL_MAX; clip_max_z = DBL_MAX;
1825        min_x = DBL_MAX; max_x = -DBL_MAX;
1826        min_y = DBL_MAX; max_y = -DBL_MAX;
1827        min_z = DBL_MAX; max_z = -DBL_MAX;
1828    }
1829
1830    void set(const osg::Matrixd& p, osg::Vec3d& e_ls, double nr)
1831    {
1832        computeRatios = true;
1833        light_p = p;
1834        eye_ls = e_ls;
1835        n = nr;
1836    }
1837
1838    void operator() (const osgUtil::RenderLeaf* renderLeaf)
1839    {
1840        ++numRenderLeaf;
1841
1842        if (renderLeaf->_modelview.get()!=previous_modelview)
1843        {
1844            previous_modelview = renderLeaf->_modelview.get();
1845            if (previous_modelview)
1846            {
1847                light_mvp.mult(*renderLeaf->_modelview, light_p);
1848            }
1849            else
1850            {
1851                // no modelview matrix (such as when LightPointNode is in the scene graph) so assume
1852                // that modelview matrix is indentity.
1853                light_mvp = light_p;
1854            }
1855            // OSG_INFO<<"Computing new light_mvp "<<light_mvp<<std::endl;
1856        }
1857        else
1858        {
1859            // OSG_INFO<<"Reusing light_mvp "<<light_mvp<<std::endl;
1860        }
1861
1862        const osg::BoundingBox& bb = renderLeaf->_drawable->getBound();
1863        if (bb.valid())
1864        {
1865            // OSG_NOTICE<<"checked extents of "<<renderLeaf->_drawable->getName()<<std::endl;
1866            handle(osg::Vec3d(bb.xMin(),bb.yMin(),bb.zMin()));
1867            handle(osg::Vec3d(bb.xMax(),bb.yMin(),bb.zMin()));
1868            handle(osg::Vec3d(bb.xMin(),bb.yMax(),bb.zMin()));
1869            handle(osg::Vec3d(bb.xMax(),bb.yMax(),bb.zMin()));
1870            handle(osg::Vec3d(bb.xMin(),bb.yMin(),bb.zMax()));
1871            handle(osg::Vec3d(bb.xMax(),bb.yMin(),bb.zMax()));
1872            handle(osg::Vec3d(bb.xMin(),bb.yMax(),bb.zMax()));
1873            handle(osg::Vec3d(bb.xMax(),bb.yMax(),bb.zMax()));
1874        }
1875        else
1876        {
1877            OSG_INFO<<"bb invalid"<<std::endl;
1878        }
1879    }
1880
1881    void handle(const osg::Vec3d& v)
1882    {
1883        osg::Vec3d ls = v * light_mvp;
1884
1885        // OSG_NOTICE<<"   corner v="<<v<<", ls="<<ls<<std::endl;
1886
1887        if (computeRatios)
1888        {
1889            osg::Vec3d delta = ls-eye_ls;
1890
1891            double x_ratio, z_ratio;
1892            if (delta.y()>n)
1893            {
1894                x_ratio = delta.x()/delta.y();
1895                z_ratio = delta.z()/delta.y();
1896            }
1897            else
1898            {
1899                x_ratio = delta.x()/n;
1900                z_ratio = delta.z()/n;
1901            }
1902
1903            if (x_ratio<min_x_ratio) min_x_ratio = x_ratio;
1904            if (x_ratio>max_x_ratio) max_x_ratio = x_ratio;
1905            if (z_ratio<min_z_ratio) min_z_ratio = z_ratio;
1906            if (z_ratio>max_z_ratio) max_z_ratio = z_ratio;
1907        }
1908
1909        // clip to the light space
1910        if (ls.x()<clip_min_x) ls.x()=clip_min_x;
1911        if (ls.x()>clip_max_x) ls.x()=clip_max_x;
1912        if (ls.y()<clip_min_y) ls.y()=clip_min_y;
1913        if (ls.y()>clip_max_y) ls.y()=clip_max_y;
1914        if (ls.z()<clip_min_z) ls.z()=clip_min_z;
1915        if (ls.z()>clip_max_z) ls.z()=clip_max_z;
1916
1917        // compute the xyz range.
1918        if (ls.x()<min_x) min_x=ls.x();
1919        if (ls.x()>max_x) max_x=ls.x();
1920        if (ls.y()<min_y) min_y=ls.y();
1921        if (ls.y()>max_y) max_y=ls.y();
1922        if (ls.z()<min_z) { min_z=ls.z(); /* OSG_NOTICE<<" - ";*/ }
1923        if (ls.z()>max_z) { max_z=ls.z(); /* OSG_NOTICE<<" + ";*/ }
1924
1925        // OSG_NOTICE<<"   bb.z() in ls = "<<ls.z()<<std::endl;
1926
1927    }
1928
1929    bool                computeRatios;
1930
1931    unsigned int        numRenderLeaf;
1932
1933    osg::Matrixd        light_p;
1934    osg::Vec3d          eye_ls;
1935    double              n;
1936
1937    osg::Matrixd        light_mvp;
1938    osg::RefMatrix*     previous_modelview;
1939    unsigned int        numLeaves;
1940
1941    double clip_min_x, clip_max_x;
1942    double clip_min_y, clip_max_y;
1943    double clip_min_z, clip_max_z;
1944
1945    double clip_min_x_ratio, clip_max_x_ratio;
1946    double clip_min_z_ratio, clip_max_z_ratio;
1947
1948    double min_x_ratio, max_x_ratio;
1949    double min_z_ratio, max_z_ratio;
1950    double min_x, max_x;
1951    double min_y, max_y;
1952    double min_z, max_z;
1953};
1954
1955bool ViewDependentShadowMap::adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera)
1956{
1957    const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
1958
1959    //frustum.projectionMatrix;
1960    //frustum.modelViewMatrix;
1961
1962    osg::Matrixd light_p = camera->getProjectionMatrix();
1963    osg::Matrixd light_v = camera->getViewMatrix();
1964    osg::Matrixd light_vp = light_v * light_p;
1965    osg::Vec3d lightdir(0.0,0.0,-1.0);
1966
1967    // check whether this light space projection is perspective or orthographic.
1968    bool orthographicLightSpaceProjection = light_p(0,3)==0.0 && light_p(1,3)==0.0 && light_p(2,3)==0.0;
1969
1970    if (!orthographicLightSpaceProjection)
1971    {
1972        OSG_INFO<<"perspective light space projection not yet supported."<<std::endl;
1973        return false;
1974    }
1975
1976
1977    //OSG_NOTICE<<"light_v="<<light_v<<std::endl;
1978    //OSG_NOTICE<<"light_p="<<light_p<<std::endl;
1979
1980    ConvexHull convexHull;
1981    convexHull.setToFrustum(frustum);
1982
1983#if 0
1984    OSG_NOTICE<<"ws ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
1985    OSG_NOTICE<<"ws ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
1986    OSG_NOTICE<<"ws ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
1987
1988    convexHull.output(osg::notify(osg::NOTICE));
1989#endif
1990
1991    convexHull.transform(light_vp);
1992
1993#if 0
1994    convexHull.output(osg::notify(osg::NOTICE));
1995
1996    OSG_NOTICE<<"ls ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
1997    OSG_NOTICE<<"ls ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
1998    OSG_NOTICE<<"ls ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
1999#endif
2000
2001#if 0
2002    // only applicable when the light space contains the whole model contained in the view frustum.
2003    {
2004        convexHull.clip(osg::Plane(0.0,0.0,1,1.0)); // clip by near plane of light space.
2005        convexHull.clip(osg::Plane(0.0,0.0,-1,1.0));  // clip by far plane of light space.
2006    }
2007#endif
2008
2009#if 1
2010    if (renderStage)
2011    {
2012#if 1
2013        osg::ElapsedTime timer;
2014#endif
2015
2016        RenderLeafTraverser<RenderLeafBounds> rli;
2017        rli.set(light_p);
2018        rli.traverse(renderStage);
2019
2020        if (rli.numRenderLeaf==0)
2021        {
2022            return false;
2023        }
2024#if 0
2025        OSG_NOTICE<<"New Time for RenderLeafTraverser "<<timer.elapsedTime_m()<<"ms, number of render leaves "<<rli.numRenderLeaf<<std::endl;
2026        OSG_NOTICE<<"   scene bounds min_x="<<rli.min_x<<", max_x="<<rli.max_x<<std::endl;
2027        OSG_NOTICE<<"   scene bounds min_y="<<rli.min_y<<", max_y="<<rli.max_y<<std::endl;
2028        OSG_NOTICE<<"   scene bounds min_z="<<rli.min_z<<", max_z="<<rli.max_z<<std::endl;
2029#endif
2030
2031#if 0
2032        double widest_x = osg::maximum(fabs(rli.min_x), fabs(rli.max_x));
2033        double widest_y = osg::maximum(fabs(rli.min_y), fabs(rli.max_y));
2034        double widest_z = osg::maximum(fabs(rli.min_z), fabs(rli.max_z));
2035#endif
2036
2037#if 1
2038#if 1
2039        convexHull.clip(osg::Plane(1.0,0.0,0.0,-rli.min_x));
2040        convexHull.clip(osg::Plane(-1.0,0.0,0.0,rli.max_x));
2041#else
2042        convexHull.clip(osg::Plane(1.0,0.0,0.0,widest_x));
2043        convexHull.clip(osg::Plane(-1.0,0.0,0.0,widest_x));
2044#endif
2045#if 1
2046        convexHull.clip(osg::Plane(0.0,1.0,0.0,-rli.min_y));
2047        convexHull.clip(osg::Plane(0.0,-1.0,0.0,rli.max_y));
2048#endif
2049#endif
2050
2051#if 0
2052        convexHull.clip(osg::Plane(0.0,0.0,1.0,-rli.min_z));
2053        convexHull.clip(osg::Plane(0.0,0.0,-1.0,rli.max_z));
2054#else
2055        convexHull.clip(osg::Plane(0.0,0.0,1.0,1.0));
2056        convexHull.clip(osg::Plane(0.0,0.0,-1.0,1.0));
2057#endif
2058
2059#if 0
2060        OSG_NOTICE<<"widest_x = "<<widest_x<<std::endl;
2061        OSG_NOTICE<<"widest_y = "<<widest_y<<std::endl;
2062        OSG_NOTICE<<"widest_z = "<<widest_z<<std::endl;
2063#endif
2064    }
2065#endif
2066
2067#if 0
2068    convexHull.output(osg::notify(osg::NOTICE));
2069
2070    OSG_NOTICE<<"after clipped ls ConvexHull xMin="<<convexHull.min(0)<<", xMax="<<convexHull.max(0)<<std::endl;
2071    OSG_NOTICE<<"after clipped ls ConvexHull yMin="<<convexHull.min(1)<<", yMax="<<convexHull.max(1)<<std::endl;
2072    OSG_NOTICE<<"after clipped ls ConvexHull zMin="<<convexHull.min(2)<<", zMax="<<convexHull.max(2)<<std::endl;
2073#endif
2074
2075    double xMin=-1.0, xMax=1.0;
2076    double yMin=-1.0, yMax=1.0;
2077    double zMin=-1.0, zMax=1.0;
2078
2079    if (convexHull.valid())
2080    {
2081        double widest_x = osg::maximum(fabs(convexHull.min(0)), fabs(convexHull.max(0)));
2082        xMin = osg::maximum(-1.0,-widest_x);
2083        xMax = osg::minimum(1.0,widest_x);
2084        yMin = osg::maximum(-1.0,convexHull.min(1));
2085        yMax = osg::minimum(1.0,convexHull.max(1));
2086    }
2087    else
2088    {
2089        // clipping of convex hull has invalidated it, so reset it so later checks on it provide valid results.
2090        convexHull.setToFrustum(frustum);
2091        convexHull.transform(light_vp);
2092    }
2093
2094#if 0
2095    OSG_NOTICE<<"xMin = "<<xMin<<", \txMax = "<<xMax<<std::endl;
2096    OSG_NOTICE<<"yMin = "<<yMin<<", \tyMax = "<<yMax<<std::endl;
2097    OSG_NOTICE<<"zMin = "<<zMin<<", \tzMax = "<<zMax<<std::endl;
2098#endif
2099
2100#if 1
2101    // we always want the lightspace to include the computed near plane.
2102    zMin = -1.0;
2103    if (xMin!=-1.0 || yMin!=-1.0 || zMin!=-1.0 ||
2104        xMax!=1.0 || yMax!=1.0 || zMax!=1.0)
2105    {
2106        osg::Matrix m;
2107        m.makeTranslate(osg::Vec3d(-0.5*(xMax+xMin),
2108                                    -0.5*(yMax+yMin),
2109                                    -0.5*(zMax+zMin)));
2110
2111        m.postMultScale(osg::Vec3d(2.0/(xMax-xMin),
2112                                   2.0/(yMax-yMin),
2113                                   2.0/(zMax-zMin)));
2114
2115        convexHull.transform(m);
2116        light_p.postMult(m);
2117        light_vp = light_v * light_p;
2118
2119#if 0
2120        OSG_NOTICE<<"Adjusting projection matrix "<<m<<std::endl;
2121        convexHull.output(osg::notify(osg::NOTICE));
2122#endif
2123        camera->setProjectionMatrix(light_p);
2124    }
2125
2126#endif
2127
2128    osg::Vec3d eye_v = frustum.eye * light_v;
2129    //osg::Vec3d centerNearPlane_v = frustum.centerNearPlane * light_v;
2130    osg::Vec3d center_v = frustum.center * light_v;
2131    osg::Vec3d viewdir_v = center_v-eye_v; viewdir_v.normalize();
2132
2133    double dotProduct_v = lightdir * viewdir_v;
2134    double gamma_v = acos(dotProduct_v);
2135    if (gamma_v<osg::DegreesToRadians(settings->getPerspectiveShadowMapCutOffAngle()) || gamma_v>osg::DegreesToRadians(180-settings->getPerspectiveShadowMapCutOffAngle()))
2136    {
2137        // OSG_NOTICE<<"Light and view vectors near parrallel - use standard shadow map."<<std::endl;
2138        return true;
2139    }
2140
2141    //OSG_NOTICE<<"gamma="<<osg::RadiansToDegrees(gamma_v)<<std::endl;
2142    //OSG_NOTICE<<"eye_v="<<eye_v<<std::endl;
2143    //OSG_NOTICE<<"viewdir_v="<<viewdir_v<<std::endl;
2144
2145    osg::Vec3d eye_ls = frustum.eye * light_vp;
2146#if 0
2147    if (eye_ls.y()>-1.0)
2148    {
2149        OSG_NOTICE<<"Eye point within light space - use standard shadow map."<<std::endl;
2150        return true;
2151    }
2152#endif
2153
2154    //osg::Vec3d centerNearPlane_ls = frustum.centerNearPlane * light_vp;
2155    //osg::Vec3d centerFarPlane_ls = frustum.centerFarPlane * light_vp;
2156    osg::Vec3d center_ls = frustum.center * light_vp;
2157    osg::Vec3d viewdir_ls = center_ls-eye_ls; viewdir_ls.normalize();
2158
2159    osg::Vec3d side = lightdir ^ viewdir_ls; side.normalize();
2160    osg::Vec3d up = side ^ lightdir;
2161
2162    double d = 2.0;
2163
2164    double alpha = osg::DegreesToRadians(30.0);
2165    double n = tan(alpha)*tan(osg::PI_2-gamma_v)*tan(osg::PI_2-gamma_v);
2166    //double n = tan(alpha)*tan(osg::PI_2-gamma_v);
2167
2168    //OSG_NOTICE<<"n = "<<n<<", eye_ls.y()="<<eye_ls.y()<<", eye_v="<<eye_v<<", eye="<<frustum.eye<<std::endl;
2169    double min_n = osg::maximum(-1.0-eye_ls.y(), settings->getMinimumShadowMapNearFarRatio());
2170    if (n<min_n)
2171    {
2172        //OSG_NOTICE<<"Clamping n to eye point"<<std::endl;
2173        n=min_n;
2174    }
2175
2176    //n = min_n;
2177
2178    //n = 0.01;
2179
2180    //n = z_n;
2181
2182    double f = n+d;
2183
2184    double a = (f+n)/(f-n);
2185    double b = -2.0*f*n/(f-n);
2186
2187    osg::Vec3d virtual_eye(0.0,-1.0-n, eye_ls.z());
2188
2189    osg::Matrixd lightView;
2190    lightView.makeLookAt(virtual_eye, virtual_eye+lightdir, up);
2191
2192#if 0
2193    OSG_NOTICE<<"n = "<<n<<", f="<<f<<std::endl;
2194    OSG_NOTICE<<"eye_ls = "<<eye_ls<<", virtual_eye="<<virtual_eye<<std::endl;
2195    OSG_NOTICE<<"frustum.eyes="<<frustum.eye<<std::endl;
2196#endif
2197
2198    double min_x_ratio = 0.0;
2199    double max_x_ratio = 0.0;
2200    double min_z_ratio = FLT_MAX;
2201    double max_z_ratio = -FLT_MAX;
2202
2203    min_x_ratio = convexHull.valid() ? convexHull.minRatio(virtual_eye,0) : -DBL_MAX;
2204    max_x_ratio = convexHull.valid() ? convexHull.maxRatio(virtual_eye,0) : DBL_MAX;
2205    //min_z_ratio = convexHull.minRatio(virtual_eye,2);
2206    //max_z_ratio = convexHull.maxRatio(virtual_eye,2);
2207
2208#if 0
2209    OSG_NOTICE<<"convexHull min_x_ratio = "<<min_x_ratio<<std::endl;
2210    OSG_NOTICE<<"convexHull max_x_ratio = "<<max_x_ratio<<std::endl;
2211    OSG_NOTICE<<"convexHull min_z_ratio = "<<min_z_ratio<<std::endl;
2212    OSG_NOTICE<<"convexHull max_z_ratio = "<<max_z_ratio<<std::endl;
2213#endif
2214
2215    #if 1
2216    if (renderStage)
2217    {
2218#if 1
2219        osg::ElapsedTime timer;
2220#endif
2221
2222        RenderLeafTraverser<RenderLeafBounds> rli;
2223        rli.set(light_p, virtual_eye, n);
2224        rli.traverse(renderStage);
2225
2226        if (rli.numRenderLeaf==0)
2227        {
2228            return false;
2229        }
2230
2231#if 0
2232        OSG_NOTICE<<"Time for RenderLeafTraverser "<<timer.elapsedTime_m()<<"ms, number of render leaves "<<rli.numRenderLeaf<<std::endl;
2233        OSG_NOTICE<<"scene bounds min_x="<<rli.min_x<<", max_x="<<rli.max_x<<std::endl;
2234        OSG_NOTICE<<"scene bounds min_y="<<rli.min_y<<", max_y="<<rli.max_y<<std::endl;
2235        OSG_NOTICE<<"scene bounds min_z="<<rli.min_z<<", max_z="<<rli.max_z<<std::endl;
2236        OSG_NOTICE<<"min_x_ratio="<<rli.min_x_ratio<<", max_x_ratio="<<rli.max_x_ratio<<std::endl;
2237        OSG_NOTICE<<"min_z_ratio="<<rli.min_z_ratio<<", max_z_ratio="<<rli.max_z_ratio<<std::endl;
2238#endif
2239        if (rli.min_x_ratio>min_x_ratio) min_x_ratio = rli.min_x_ratio;
2240        if (rli.max_x_ratio<max_x_ratio) max_x_ratio = rli.max_x_ratio;
2241
2242        /*if (rli.min_z_ratio>min_z_ratio)*/ min_z_ratio = rli.min_z_ratio;
2243        /*if (rli.max_z_ratio<max_z_ratio)*/ max_z_ratio = rli.max_z_ratio;
2244    }
2245#endif
2246    double best_x_ratio = osg::maximum(fabs(min_x_ratio),fabs(max_x_ratio));
2247    double best_z_ratio = osg::maximum(fabs(min_z_ratio),fabs(max_z_ratio));
2248
2249    //best_z_ratio = osg::maximum(1.0, best_z_ratio);
2250#if 0
2251    OSG_NOTICE<<"min_x_ratio = "<<min_x_ratio<<std::endl;
2252    OSG_NOTICE<<"max_x_ratio = "<<max_x_ratio<<std::endl;
2253    OSG_NOTICE<<"best_x_ratio = "<<best_x_ratio<<std::endl;
2254    OSG_NOTICE<<"min_z_ratio = "<<min_z_ratio<<std::endl;
2255    OSG_NOTICE<<"max_z_ratio = "<<max_z_ratio<<std::endl;
2256    OSG_NOTICE<<"best_z_ratio = "<<best_z_ratio<<std::endl;
2257#endif
2258
2259    //best_z_ratio *= 10.0;
2260
2261    osg::Matrixd lightPerspective( 1.0/best_x_ratio,  0.0, 0.0,  0.0,
2262                                   0.0,  a,   0.0,  1.0,
2263                                   0.0,  0.0, 1.0/best_z_ratio,  0.0,
2264                                   0.0,  b,   0.0,  0.0 );
2265    osg::Matrixd light_persp = light_p * lightView * lightPerspective;
2266
2267#if 0
2268    OSG_NOTICE<<"light_p = "<<light_p<<std::endl;
2269    OSG_NOTICE<<"lightView = "<<lightView<<std::endl;
2270    OSG_NOTICE<<"lightPerspective = "<<lightPerspective<<std::endl;
2271    OSG_NOTICE<<"light_persp result = "<<light_persp<<std::endl;
2272#endif
2273    camera->setProjectionMatrix(light_persp);
2274
2275    return true;
2276}
2277
2278bool ViewDependentShadowMap::assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen)
2279{
2280    OSG_INFO<<"assignTexGenSettings() textureUnit="<<textureUnit<<" texgen="<<texgen<<std::endl;
2281
2282    texgen->setMode(osg::TexGen::EYE_LINEAR);
2283
2284    // compute the matrix which takes a vertex from local coords into tex coords
2285    // We actually use two matrices one used to define texgen
2286    // and second that will be used as modelview when appling to OpenGL
2287    texgen->setPlanesFromMatrix( camera->getProjectionMatrix() *
2288                                 osg::Matrix::translate(1.0,1.0,1.0) *
2289                                 osg::Matrix::scale(0.5,0.5,0.5) );
2290
2291    // Place texgen with modelview which removes big offsets (making it float friendly)
2292    osg::ref_ptr<osg::RefMatrix> refMatrix =
2293        new osg::RefMatrix( camera->getInverseViewMatrix() * (*(cv->getModelViewMatrix())) );
2294
2295    cv->getRenderStage()->getPositionalStateContainer()->addPositionedTextureAttribute( textureUnit, refMatrix.get(), texgen );
2296
2297
2298    return true;
2299}
2300
2301void ViewDependentShadowMap::cullShadowReceivingScene(osgUtil::CullVisitor* cv) const
2302{
2303    OSG_INFO<<"cullShadowReceivingScene()"<<std::endl;
2304
2305#if 0
2306    // record the traversal mask on entry so we can reapply it later.
2307    unsigned int traversalMask = cv->getTraversalMask();
2308
2309    cv->setTraversalMask( traversalMask & _shadowedScene->getReceivesShadowTraversalMask() );
2310#endif
2311
2312    _shadowedScene->osg::Group::traverse(*cv);
2313
2314#if 0
2315    cv->setTraversalMask( traversalMask );
2316#endif
2317
2318    return;
2319}
2320
2321void ViewDependentShadowMap::cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const
2322{
2323    OSG_INFO<<"cullShadowCastingScene()"<<std::endl;
2324
2325    // record the traversal mask on entry so we can reapply it later.
2326    unsigned int traversalMask = cv->getTraversalMask();
2327
2328    cv->setTraversalMask( traversalMask & _shadowedScene->getCastsShadowTraversalMask() );
2329
2330        if (camera) camera->accept(*cv);
2331
2332    cv->setTraversalMask( traversalMask );
2333
2334    return;
2335}
2336
2337osg::StateSet* ViewDependentShadowMap::selectStateSetForRenderingShadow(ViewDependentData& vdd) const
2338{
2339    OSG_INFO<<"   selectStateSetForRenderingShadow() "<<vdd.getStateSet()<<std::endl;
2340
2341    osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
2342
2343    vdd.getStateSet()->clear();
2344
2345    vdd.getStateSet()->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
2346
2347    for(Uniforms::const_iterator itr=_uniforms.begin();
2348        itr!=_uniforms.end();
2349        ++itr)
2350    {
2351        OSG_INFO<<"addUniform("<<(*itr)->getName()<<")"<<std::endl;
2352        stateset->addUniform(itr->get());
2353    }
2354
2355    if (_program.valid())
2356    {
2357        stateset->setAttribute(_program.get());
2358    }
2359
2360    LightDataList& pll = vdd.getLightDataList();
2361    for(LightDataList::iterator itr = pll.begin();
2362        itr != pll.end();
2363        ++itr)
2364    {
2365        // 3. create per light/per shadow map division of lightspace/frustum
2366        //    create a list of light/shadow map data structures
2367
2368        LightData& pl = (**itr);
2369
2370        // if no texture units have been activated for this light then no shadow state required.
2371        if (pl.textureUnits.empty()) continue;
2372
2373        for(LightData::ActiveTextureUnits::iterator atu_itr = pl.textureUnits.begin();
2374            atu_itr != pl.textureUnits.end();
2375            ++atu_itr)
2376        {
2377            OSG_INFO<<"   Need to assign state for "<<*atu_itr<<std::endl;
2378        }
2379
2380    }
2381
2382    const ShadowSettings* settings = getShadowedScene()->getShadowSettings();
2383    unsigned int shadowMapModeValue = settings->getUseOverrideForShadowMapTexture() ?
2384                                            osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE :
2385                                            osg::StateAttribute::ON;
2386
2387
2388    ShadowDataList& sdl = vdd.getShadowDataList();
2389    for(ShadowDataList::iterator itr = sdl.begin();
2390        itr != sdl.end();
2391        ++itr)
2392    {
2393        // 3. create per light/per shadow map division of lightspace/frustum
2394        //    create a list of light/shadow map data structures
2395
2396        ShadowData& sd = (**itr);
2397
2398        OSG_INFO<<"   ShadowData for "<<sd._textureUnit<<std::endl;
2399
2400        stateset->setTextureAttributeAndModes(sd._textureUnit, sd._texture.get(), shadowMapModeValue);
2401
2402        stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
2403        stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
2404        stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
2405        stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
2406    }
2407
2408    return vdd.getStateSet();
2409}
2410
2411void ViewDependentShadowMap::resizeGLObjectBuffers(unsigned int maxSize)
2412{
2413    // the way that ViewDependentData is mapped shouldn't
2414}
2415
2416void ViewDependentShadowMap::releaseGLObjects(osg::State* state) const
2417{
2418    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_viewDependentDataMapMutex);
2419    for(ViewDependentDataMap::const_iterator itr = _viewDependentDataMap.begin();
2420        itr != _viewDependentDataMap.end();
2421        ++itr)
2422    {
2423        ViewDependentData* vdd = itr->second.get();
2424        if (vdd)
2425        {
2426            vdd->releaseGLObjects(state);
2427        }
2428    }
2429}
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