Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/csm.cpp
// Version: <1.0> |
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// Copyright ( C ) 2008 Apple Inc. All Rights Reserved. |
// |
//////////////////////////////////////////////////////////////////////////////////////////////////// |
#include "csm.h" |
//////////////////////////////////////////////////////////////////////////////// |
CascadedShadowMapper::CascadedShadowMapper() : |
m_bInitialized(false), |
m_afSplitDistances(0), |
m_akSplitPartitions(0), |
m_akSplitProjections(0), |
m_uiSplitCount(0), |
m_uiShadowMapResolution(0), |
m_fPolygonOffsetScale(1.0f), |
m_fPolygonOffsetBias(4096.0f), |
m_eShadowMapTextureUnit(GL_TEXTURE0_ARB) |
{ |
// EMPTY! |
} |
CascadedShadowMapper::~CascadedShadowMapper() |
{ |
destroy(); |
} |
void CascadedShadowMapper::destroy() |
{ |
if(m_afSplitDistances) |
delete [] m_afSplitDistances; |
m_afSplitDistances = 0; |
m_uiSplitCount = 0; |
m_bInitialized = false; |
} |
bool |
CascadedShadowMapper::setup( |
uint uiWidth, uint uiHeight, |
uint uiSplitCount, float fNear, float fFar) |
{ |
destroy(); |
m_afSplitDistances = new float[uiSplitCount]; |
if(!m_afSplitDistances) |
return false; |
m_akSplitProjections = new float16[uiSplitCount]; |
if(!m_akSplitProjections) |
return false; |
m_akSplitPartitions = new FrustumPartition[uiSplitCount]; |
if(!m_akSplitPartitions) |
return false; |
m_uiSplitCount = uiSplitCount; |
m_uiShadowMapResolution = max(uiWidth, uiHeight); |
bool bOk = m_kDepthMap.setup(uiWidth, |
uiHeight, |
GL_TEXTURE_2D, |
GL_DEPTH_COMPONENT24, |
GL_DEPTH_COMPONENT, |
GL_UNSIGNED_INT); |
if(!bOk) |
return false; |
m_kDepthMap.setTextureUnit(m_eShadowMapTextureUnit); |
m_kDepthMap.setFilterMode(GL_NEAREST); |
m_kDepthMap.setWrapMode(GL_CLAMP_TO_EDGE); |
m_kDepthMap.setCompareFunc(GL_LEQUAL); |
m_kDepthMap.setDepthMode(GL_LUMINANCE); |
m_kDepthMap.update(); |
bOk = m_kFrameBuffer.setup(uiWidth, uiHeight, false); |
if(!bOk) |
return false; |
m_kFrameBuffer.attach(GL_DEPTH_ATTACHMENT_EXT, |
m_kDepthMap.getTarget(), |
m_kDepthMap.getTextureId()); |
m_bInitialized = true; |
return true; |
} |
bool |
CascadedShadowMapper::enableDepthPass( |
uint uiSplit, bool bUseActiveFramebuffer) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
bool bClear = true; // (uiSplit == 0) ? true : false; |
float16 kPM = m_akSplitProjections[uiSplit]; |
enableDepthCapture(kPM, m_kLightModelView, bUseActiveFramebuffer, bClear); |
return true; |
} |
bool |
CascadedShadowMapper::enableShadowPass( |
uint uiSplit) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
float16 kPM = m_akSplitProjections[uiSplit]; |
enableShadowMap(kPM, m_kLightModelView, m_eShadowMapTextureUnit); |
return true; |
} |
bool |
CascadedShadowMapper::disableDepthPass( |
uint uiSplit) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
disableDepthCapture(); |
return true; |
} |
bool |
CascadedShadowMapper::disableShadowPass( |
uint uiSplit) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
disableShadowMap(); |
return true; |
} |
float16 |
CascadedShadowMapper::computeOrthoCropMatrix( |
const FrustumPartition &rkPartition, |
const float16 &rkLightModelview, |
float fNear, float fFar) |
{ |
int i = 0; |
float16 kMVP = rkLightModelview * ortho(-1.0f, 1.0f, -1.0f, 1.0f, fNear, fFar); |
float3 kMin = make_float3( +MAXFLOAT, +MAXFLOAT, +MAXFLOAT); |
float3 kMax = make_float3( -MAXFLOAT, -MAXFLOAT, -MAXFLOAT); |
for(i = 0; i < 8; i++) |
{ |
float4 kFP = rkPartition.corners[i]; |
float4 kTV = kMVP * kFP; |
kTV.x /= kTV.w; |
kTV.y /= kTV.w; |
float3 kV = make_float3(kTV.x, kTV.y, kTV.z); |
kMax = max(kMax, kV); |
kMin = min(kMin, kV); |
} |
float3 kDiff = (kMax - kMin); |
float3 kSum = (kMax + kMin); |
float3 kTwo = make_float3(2.0f, 2.0f, 2.0f); |
float3 kScale = kTwo / kDiff; |
float3 kOffset = kSum * kScale * -0.5f; |
float16 kCropMatrix = make_float16( |
kScale.x, 0.0f, 0.0f, 0.0f, |
0.0f, kScale.y, 0.0f, 0.0f, |
0.0f, 0.0f, 1.0f, 0.0f, |
kOffset.x, kOffset.y, 0.0f, 1.0f); |
return kCropMatrix; |
} |
float16 |
CascadedShadowMapper::computeProjectionMatrix( |
const float16 &rkOrthoCropMatrix, |
float fNear, float fFar) |
{ |
float16 kOrthoProjection = ortho( -1.0f, 1.0f, -1.0f, 1.0f, fNear, fFar ); |
float16 kTrimmedProjection = rkOrthoCropMatrix * kOrthoProjection; |
return kTrimmedProjection; |
} |
void |
CascadedShadowMapper::computeSplitDistances( |
FrustumPartition *akPartitions, |
unsigned int uiCount, |
float fNear, float fFar) |
{ |
const float fWeight = 0.95f; |
float fLambda = fWeight; |
float fRatio = fFar / fNear; |
akPartitions[0].near = fNear; |
for(uint i = 1; i < uiCount; i++) |
{ |
float fInvI = i / (float) uiCount; |
float fLog = fNear * powf(fRatio, fInvI); |
float fUniform = fNear + (fFar - fNear) * fInvI; |
akPartitions[i].near = fLog * fLambda + fUniform * (1.0f - fLambda); |
akPartitions[i-1].far = akPartitions[i].near * 1.0025f; |
} |
akPartitions[uiCount-1].far = fFar; |
} |
void |
CascadedShadowMapper::computeFrustumCorners( |
FrustumPartition &rkPartition, |
const float3 &rkCenter, |
const float3 &rkView, |
const float3 &rkUp ) |
{ |
float3 kFarCenter = rkCenter + rkView * rkPartition.far; |
float3 kNearCenter = rkCenter + rkView * rkPartition.near; |
float3 kRight = normalize( cross(rkView, rkUp) ); |
float3 kUp = normalize( cross( kRight, rkView ) ); |
float fNearHeight = tanf(rkPartition.fov * 0.5f) * rkPartition.near; |
float fNearWidth = fNearHeight * rkPartition.aspect; |
float fFarHeight = tanf(rkPartition.fov * 0.5f) * rkPartition.far; |
float fFarWidth = fFarHeight * rkPartition.aspect; |
rkPartition.corners[0] = kNearCenter - rkUp * fNearHeight - kRight * fNearWidth; |
rkPartition.corners[1] = kNearCenter + rkUp * fNearHeight - kRight * fNearWidth; |
rkPartition.corners[2] = kNearCenter + rkUp * fNearHeight + kRight * fNearWidth; |
rkPartition.corners[3] = kNearCenter - rkUp * fNearHeight + kRight * fNearWidth; |
rkPartition.corners[4] = kFarCenter - rkUp * fFarHeight - kRight * fFarWidth; |
rkPartition.corners[5] = kFarCenter + rkUp * fFarHeight - kRight * fFarWidth; |
rkPartition.corners[6] = kFarCenter + rkUp * fFarHeight + kRight * fFarWidth; |
rkPartition.corners[7] = kFarCenter - rkUp * fFarHeight + kRight * fFarWidth; |
} |
void |
CascadedShadowMapper::enableShadowMap( |
float16 &rkProjection, |
float16 &rkModelView, |
GLenum eTextureUnit) |
{ |
const GLfloat afBias[] = {0.5f, 0.0f, 0.0f, 0.0f, |
0.0f, 0.5f, 0.0f, 0.0f, |
0.0f, 0.0f, 0.5f, 0.0f, |
0.5f, 0.5f, 0.5f, 1.0f}; |
const GLdouble x[] = {1.0, 0.0, 0.0, 0.0}; |
const GLdouble y[] = {0.0, 1.0, 0.0, 0.0}; |
const GLdouble z[] = {0.0, 0.0, 1.0, 0.0}; |
const GLdouble w[] = {0.0, 0.0, 0.0, 1.0}; |
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); |
glDepthMask( GL_TRUE ); |
glEnable( GL_LIGHTING ); |
glEnable( GL_CULL_FACE ); |
glFrontFace( GL_CCW ); |
glEnable( GL_DEPTH_TEST ); |
glDepthFunc( GL_LEQUAL ); |
m_kDepthMap.setCompareMode(GL_COMPARE_R_TO_TEXTURE_ARB); |
m_kDepthMap.enable(eTextureUnit); |
m_kDepthMap.update(); |
glEnable(GL_TEXTURE_GEN_S); |
glEnable(GL_TEXTURE_GEN_T); |
glEnable(GL_TEXTURE_GEN_R); |
glEnable(GL_TEXTURE_GEN_Q); |
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
glTexGendv(GL_S, GL_EYE_PLANE, x); |
glTexGendv(GL_T, GL_EYE_PLANE, y); |
glTexGendv(GL_R, GL_EYE_PLANE, z); |
glTexGendv(GL_Q, GL_EYE_PLANE, w); |
glMatrixMode( GL_TEXTURE ); |
glLoadMatrixf( afBias ); |
glMultMatrixf( rkProjection ); |
glMultMatrixf( rkModelView ); |
// glMultMatrixf( m_kCameraInverseModelView.v ); |
glMatrixMode(GL_MODELVIEW); |
} |
void |
CascadedShadowMapper::disableShadowMap(void) |
{ |
glMatrixMode( GL_TEXTURE ); |
glLoadIdentity(); |
glMatrixMode( GL_MODELVIEW ); |
glDisable(GL_TEXTURE_GEN_S); |
glDisable(GL_TEXTURE_GEN_T); |
glDisable(GL_TEXTURE_GEN_R); |
glDisable(GL_TEXTURE_GEN_Q); |
m_kDepthMap.setCompareMode(GL_NONE); |
m_kDepthMap.update(); |
m_kDepthMap.disable(); |
} |
void |
CascadedShadowMapper::enableDepthState() |
{ |
glDisable(GL_LIGHTING); |
glDisable(GL_TEXTURE_2D); |
glDisable(GL_ALPHA_TEST); |
glPolygonOffset(m_fPolygonOffsetScale, m_fPolygonOffsetBias); |
glEnable(GL_POLYGON_OFFSET_FILL); |
glDepthMask( GL_TRUE ); |
glClearDepth(1.0f); |
glDepthFunc(GL_LESS); |
glEnable(GL_CULL_FACE); |
glCullFace(GL_BACK); |
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE); |
glShadeModel(GL_FLAT); |
} |
void |
CascadedShadowMapper::disableDepthState() |
{ |
glDisable(GL_CULL_FACE); |
glDepthFunc(GL_LEQUAL); |
glDisable(GL_POLYGON_OFFSET_FILL); |
glEnable(GL_LIGHTING); |
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); |
glShadeModel(GL_SMOOTH); |
} |
void |
CascadedShadowMapper::enableDepthCapture( |
float16 &rkProjection, |
float16 &rkModelView, |
bool bUseActiveFramebuffer, |
bool bClear) |
{ |
glGetIntegerv(GL_VIEWPORT, m_aiViewport); |
if(!bUseActiveFramebuffer) |
m_kFrameBuffer.enable(bClear); |
glMatrixMode( GL_PROJECTION ); |
glLoadMatrixf( rkProjection ); |
glMatrixMode(GL_MODELVIEW); |
glLoadMatrixf( rkModelView ); |
if(!bUseActiveFramebuffer) |
enableDepthState(); |
} |
void |
CascadedShadowMapper::disableDepthCapture() |
{ |
if(m_kFrameBuffer.isEnabled()) |
{ |
disableDepthState(); |
m_kFrameBuffer.disable(); |
glViewport(m_aiViewport[0], m_aiViewport[1], m_aiViewport[2], m_aiViewport[3]); |
} |
} |
void |
CascadedShadowMapper::update( |
const Camera &rkCamera, float fShadowNear, float fShadowFar) |
{ |
if(!m_bInitialized) |
return; |
// m_kCameraInverseModelView = rkCamera.getInverseModelViewMatrix(); |
for ( uint i = 0; i < m_uiSplitCount; i++) |
{ |
m_akSplitPartitions[i].fov = radians(rkCamera.getFovInDegrees()); |
m_akSplitPartitions[i].aspect = rkCamera.getAspect(); |
} |
computeSplitDistances(m_akSplitPartitions, |
m_uiSplitCount, |
rkCamera.getNearClip(), |
rkCamera.getFarClip()); |
for ( uint i = 0; i < m_uiSplitCount; i++ ) |
{ |
computeFrustumCorners( |
m_akSplitPartitions[i], |
rkCamera.getPosition(), |
rkCamera.getViewDirection(), |
rkCamera.getUpDirection() ); |
float16 kCropMatrix = computeOrthoCropMatrix( |
m_akSplitPartitions[i], |
m_kLightModelView, |
fShadowNear, |
fShadowFar); |
m_akSplitProjections[i] = computeProjectionMatrix( |
kCropMatrix, |
fShadowNear, |
fShadowFar); |
} |
} |
void |
CascadedShadowMapper::setLightDirection(const float3 &rkV) |
{ |
static const float3 s_kZero = make_float3(0.0f, 0.0f, 0.0f); |
static const float3 s_kNegX = make_float3(-1.0f, 0.0f, 0.0f); |
m_kLightModelView = lookat( s_kZero, -rkV, s_kNegX); |
} |
Copyright © 2011 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2011-04-13