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/pssm.cpp
// Version: <1.0> |
// |
// Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") |
// in consideration of your agreement to the following terms, and your use, |
// installation, modification or redistribution of this Apple software |
// constitutes acceptance of these terms. If you do not agree with these |
// terms, please do not use, install, modify or redistribute this Apple |
// software. |
// |
// In consideration of your agreement to abide by the following terms, and |
// subject to these terms, Apple grants you a personal, non - exclusive |
// license, under Apple's copyrights in this original Apple software ( the |
// "Apple Software" ), to use, reproduce, modify and redistribute the Apple |
// Software, with or without modifications, in source and / or binary forms; |
// provided that if you redistribute the Apple Software in its entirety and |
// without modifications, you must retain this notice and the following text |
// and disclaimers in all such redistributions of the Apple Software. Neither |
// the name, trademarks, service marks or logos of Apple Inc. may be used to |
// endorse or promote products derived from the Apple Software without specific |
// prior written permission from Apple. Except as expressly stated in this |
// notice, no other rights or licenses, express or implied, are granted by |
// Apple herein, including but not limited to any patent rights that may be |
// infringed by your derivative works or by other works in which the Apple |
// Software may be incorporated. |
// |
// The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO |
// WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED |
// WARRANTIES OF NON - INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A |
// PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION |
// ALONE OR IN COMBINATION WITH YOUR PRODUCTS. |
// |
// IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR |
// CONSEQUENTIAL DAMAGES ( INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
// INTERRUPTION ) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION |
// AND / OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER |
// UNDER THEORY OF CONTRACT, TORT ( INCLUDING NEGLIGENCE ), STRICT LIABILITY OR |
// OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
// |
// Copyright ( C ) 2008 Apple Inc. All Rights Reserved. |
// |
//////////////////////////////////////////////////////////////////////////////////////////////////// |
#include "pssm.h" |
ParallelSplitShadowMapper::ParallelSplitShadowMapper() : |
m_bInitialized(false), |
m_afSplitDistances(0), |
m_akSplitProjections(0), |
m_uiSplitCount(0), |
m_fPolygonOffsetScale(2.0f), |
m_fPolygonOffsetBias(4.0f), |
m_eShadowMapTextureUnit(GL_TEXTURE0_ARB) |
{ |
// EMPTY! |
} |
ParallelSplitShadowMapper::~ParallelSplitShadowMapper() |
{ |
destroy(); |
} |
void ParallelSplitShadowMapper::destroy() |
{ |
if(m_afSplitDistances) |
delete [] m_afSplitDistances; |
m_afSplitDistances = 0; |
m_uiSplitCount = 0; |
m_bInitialized = false; |
} |
bool |
ParallelSplitShadowMapper::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_uiSplitCount = uiSplitCount; |
m_kLightCamera.setNearClip(fNear); |
m_kLightCamera.setFarClip(fFar); |
bool bOk = m_kDepthMap.setup(uiWidth, |
uiHeight, |
GL_TEXTURE_2D, |
GL_DEPTH_COMPONENT24, |
GL_DEPTH_COMPONENT, |
GL_FLOAT); |
if(!bOk) |
return false; |
m_kDepthMap.setTextureUnit(m_eShadowMapTextureUnit); |
m_kDepthMap.setFilterMode(GL_LINEAR); |
m_kDepthMap.setWrapMode(GL_CLAMP); |
m_kDepthMap.setCompareFunc(GL_LEQUAL); |
m_kDepthMap.setDepthMode(GL_LUMINANCE); |
m_kDepthMap.update(); |
printf("Creating Shadow Map [%d]...\n", m_kDepthMap.getTextureId()); |
// m_kDepthMapId = m_kDepthMap.getTextureId(); |
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 |
ParallelSplitShadowMapper::enable( |
PassType ePassType, uint uiSplit) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
switch (ePassType) |
{ |
case PSSM_DEPTH_PASS: |
{ |
float16 kMV = m_kLightCamera.getModelViewMatrix(); |
float16 kPM = m_akSplitProjections[uiSplit]; |
enableDepthCapture(kPM, kMV); |
break; |
} |
case PSSM_SHADOW_PASS: |
{ |
float16 kMV = m_kLightCamera.getModelViewMatrix(); |
float16 kPM = m_akSplitProjections[uiSplit]; |
enableShadowMap(kPM, kMV, m_eShadowMapTextureUnit); |
break; |
} |
default: |
{ |
assert("PSSM: Invalid Pass Type!\n"); |
break; |
} |
} |
return false; |
} |
bool |
ParallelSplitShadowMapper::disable( |
PassType ePassType, uint uiSplit) |
{ |
if(!m_bInitialized) |
return false; |
if(uiSplit > m_uiSplitCount) |
return false; |
switch (ePassType) |
{ |
case PSSM_DEPTH_PASS: |
{ |
disableDepthCapture(); |
break; |
} |
case PSSM_SHADOW_PASS: |
{ |
disableShadowMap(); |
break; |
} |
default: |
{ |
assert("PSSM: Invalid Pass Type!\n"); |
break; |
} |
} |
return false; |
} |
float16 |
ParallelSplitShadowMapper::computeLightMatrix( |
float4 akFrustumCorners[8], |
const float16& rkModelviewProjectionMatrix, |
float fFov, float fAspect, float fNearClip, float fFarClip) |
{ |
int i = 0; |
float fFarLight = 0.0f; |
float4 kMin = make_float3( +MAXFLOAT, +MAXFLOAT, +MAXFLOAT); |
float4 kMax = make_float3( -MAXFLOAT, -MAXFLOAT, -MAXFLOAT); |
for(i = 0; i < 8; i++) |
{ |
float4 kFP = akFrustumCorners[i]; |
float4 kTV = rkModelviewProjectionMatrix * kFP; |
kTV.x /= kTV.w; |
kTV.y /= kTV.w; |
kMax = max(kMax, kTV); |
kMin = min(kMin, kTV); |
} |
kMax.x = clamp(kMax.x, -1.0f, 1.0f); |
kMax.y = clamp(kMax.y, -1.0f, 1.0f); |
kMin.x = clamp(kMin.x, -1.0f, 1.0f); |
kMin.y = clamp(kMin.y, -1.0f, 1.0f); |
fFarLight = kMax.z + fNearClip + 1.5f; |
// float16 kPSM = perspective(fFov, fAspect, fNearClip, fFarLight); |
float16 kPSM = ortho(-1.0f, 1.0f, -1.0f, 1.0f, -fFarLight, fFarLight); |
float4 kDiff = (kMax - kMin); |
float4 kSum = (kMax + kMin); |
float2 kScale = make_float2(2.0f, 2.0f) / make_float2(kDiff.x, kDiff.y); |
float2 kOffset = make_float2(kSum.x, kSum.y) * kScale * -0.5f; |
float16 kCVM = 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); |
float16 kResult = kCVM * kPSM; |
return kResult; |
} |
void |
ParallelSplitShadowMapper::computeSplitDistances( |
float *afDistances, |
unsigned int uiCount, |
float fNear, float fFar) |
{ |
float fLambda = 0.6f; |
float fRatio = fFar / fNear; |
for(uint i = 0; i < uiCount; i++) |
{ |
float fInvI = i / (float) uiCount; |
float fLog = fNear * powf(fRatio, fInvI); |
float fUniform = fNear + (fFar - fNear) * fInvI; |
afDistances[i] = fLog * fLambda + fUniform * (1.0f - fLambda); |
} |
afDistances[0] = fNear; |
afDistances[uiCount] = fFar; |
} |
void |
ParallelSplitShadowMapper::computeFrustumCorners( |
float4 akFrustum[8], |
const float3 &rkPos, |
const float3 &rkView, |
const float3 &rkUp, |
float fNear, float fFar, |
float fScale, float fFov, |
float fAspect) |
{ |
static const float s_fRadians = M_PI / 180.0f; |
float3 kVZ = normalize(rkView - rkPos); |
float3 kVX = normalize(cross(rkUp, kVZ)); |
float3 kVY = normalize(cross(kVZ, kVX)); |
float fNearHeight = tanf(s_fRadians * fFov * 0.5f) * fNear; |
float fNearWidth = fNearHeight * fAspect; |
float fFarHeight = tanf(s_fRadians * fFov * 0.5f) * fFar; |
float fFarWidth = fFarHeight * fAspect; |
float3 kNPC = rkPos + kVZ * fNear; |
float3 kFPC = rkPos + kVZ * fFar; |
float3 kTX = kVX * fNearWidth; |
float3 kTY = kVY * fNearHeight; |
float3 k0 = kNPC - kTX - kTY; |
float3 k1 = kNPC - kTX + kTY; |
float3 k2 = kNPC + kTX + kTY; |
float3 k3 = kNPC + kTX - kTY; |
kTX = kVX * fFarWidth; |
kTY = kVY * fFarHeight; |
float3 k4 = kFPC - kTX - kTY; |
float3 k5 = kFPC - kTX + kTY; |
float3 k6 = kFPC + kTX + kTY; |
float3 k7 = kFPC + kTX - kTY; |
float3 kC = k0 + k1 + k2 + k3 + k4 + k5 + k6 + k7; |
kC.x /= 8.0f; |
kC.y /= 8.0f; |
kC.z /= 8.0f; |
float fScaleMinusOne = fScale - 1.0f; |
k0 += (k0 - kC) * fScaleMinusOne; |
k1 += (k1 - kC) * fScaleMinusOne; |
k2 += (k2 - kC) * fScaleMinusOne; |
k3 += (k3 - kC) * fScaleMinusOne; |
k4 += (k4 - kC) * fScaleMinusOne; |
k5 += (k5 - kC) * fScaleMinusOne; |
k6 += (k6 - kC) * fScaleMinusOne; |
k7 += (k7 - kC) * fScaleMinusOne; |
akFrustum[0] = k0; |
akFrustum[1] = k1; |
akFrustum[2] = k2; |
akFrustum[3] = k3; |
akFrustum[4] = k4; |
akFrustum[5] = k5; |
akFrustum[6] = k6; |
akFrustum[7] = k7; |
} |
void |
ParallelSplitShadowMapper::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}; |
glEnable( GL_LIGHTING ); |
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 ); |
glMatrixMode(GL_MODELVIEW); |
} |
void |
ParallelSplitShadowMapper::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 |
ParallelSplitShadowMapper::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 |
ParallelSplitShadowMapper::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 |
ParallelSplitShadowMapper::enableDepthCapture( |
float16 &rkProjection, |
float16 &rkModelView) |
{ |
glGetIntegerv(GL_VIEWPORT, m_aiViewport); |
m_kFrameBuffer.enable(true); |
glMatrixMode( GL_PROJECTION ); |
glLoadMatrixf( rkProjection ); |
glMatrixMode(GL_MODELVIEW); |
glLoadMatrixf( rkModelView ); |
enableDepthState(); |
} |
void |
ParallelSplitShadowMapper::disableDepthCapture() |
{ |
disableDepthState(); |
m_kFrameBuffer.disable(); |
glViewport(m_aiViewport[0], m_aiViewport[1], m_aiViewport[2], m_aiViewport[3]); |
} |
void |
ParallelSplitShadowMapper::update( |
const Camera &rkCamera) |
{ |
if(!m_bInitialized) |
return; |
m_kLightCamera.update(); |
computeSplitDistances(m_afSplitDistances, m_uiSplitCount, |
m_kLightCamera.getNearClip(), |
m_kLightCamera.getFarClip()); |
float16 kLMVP = m_kLightCamera.getModelViewProjectionMatrix(); |
for( uint i = 0; i < m_uiSplitCount; i++) |
{ |
float4 akFrustum[8]; |
float fFar = m_afSplitDistances[i + 1]; |
computeFrustumCorners(akFrustum, |
rkCamera.getPosition(), |
rkCamera.getViewDirection(), |
rkCamera.getUpDirection(), |
1.0f, fFar, 1.0f, 45.0f, rkCamera.getAspect()); |
float16 kLightMatrix = computeLightMatrix(akFrustum, kLMVP, |
m_kLightCamera.getFovInDegrees(), 1.0f, |
m_kLightCamera.getNearClip(), |
m_kLightCamera.getFarClip()); |
m_akSplitProjections[i] = kLightMatrix; |
} |
} |
void |
ParallelSplitShadowMapper::setLightPosition(const float3 &rkV) |
{ |
m_kLightCamera.setPosition(rkV); |
} |
void |
ParallelSplitShadowMapper::setLightFrame( |
const float3 &rkUp, |
const float3 &rkView, |
const float3 &rkLeft) |
{ |
m_kLightCamera.setFrame(rkUp, rkView, rkLeft); |
} |
Copyright © 2011 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2011-04-13